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August 1998 No. 169
J
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[
The #1 PC Game Magazine
^VV^ORLD
FEATURES
Tomb Robbers
Air Superiority
With the advent of amazing new 3D
technology and super-speed proces-
sors and the growing importance of
multiplayer combat, today's jet sims are breaking
new ground in sophistication and features. Join
CGWi Denny Atkin as he sneaks into the cock-
pits of four advanced jet-fighter sims to bring
back the very first hands-on reports on the next
generation of sims 120
The Right Stuff
OK, so we realize that until G forces
can actually be modeled at your
desktop, you'll never really be able
to re-create the feeling of being aloft in an
aircraft. But until that day arrives, you
can still get an otherwise realistic
flight experience, often without
emptying your savings account.
Loyd Case straps on his goggles,
fires up the jets, and takes off
into the wild blue yonder with the
latest generation of flight con-
trollers 140
We all know that Lara Croft has guns,
and she's never been afraid to use
them— or her looks — to take out the
competition. Now Eidos attacks on all fronts, fea-
turing Lara in books, music videos, comics, and
even movies. The question is this: Can TOMB
RAIDER III maintain the momentum of the origi-
nal despite these distractions? Join us as we fol-
low gaming's preeminent polygonal goddess as
she is challenged by DRAKEN, MESSIAH, SPACE
BUNNIES MUST DIE, DARK VENGEANCE, and a host
of other TOMB RAIDER killers — all featured in our
comprehensive roundup 84
ALL TOMB RAIDER ART, INCLUDING COVER, BY CORE DESIGN
REVIEWS
Fear and Loathing in
Atianta • X-Files' Gillian
Anderson Interview •
E3: Best and Worst •
Vaporware • Indiana
Jones 3D • Heavy Metal
Returns • Playing Lately
HARDWARE
Hardware News, Pipeline
Matrox Readies a New Chip • nVidia
Hit With Two Big Lawsuits 155
Loyd Case
Stupid Human Tricks 157
Killer Game Machines ... 158
Turtle Beach sound Card ... 162
STB RIVA128ZX Card ...162
Diamond Monster 3D II . 164
Canopus Pure3D II 165
Gravis Xterminator 165
Action
Die by the Sword ... 174
Outwars 176
Forsaken 178
Adventure/RPG
Might 8i Magic VI ...180
Ml Tank Platoon 11 . . 185
Panzer Commander .194
GAMERS EDGE
F-15
Mastering Air-to-Air Combat Whiie
Using Realistic Radar
StarCraft
Advanced Studies: How Do I
Beat That Rush?
Army Men
Here's How to Get Sarge Out Aiive.
FIFA 98
Winning Strategies for Conquering
the Worid's Best Soccer Teams . .
Gamer's Edge Tips
SEMPER FI, DRAGOON, TROPHY RIVERS
DEER HUNTER, FALLOUT, and More
DEPARTMENTS
Johnny Wilson Piay MYST-y for Me 21
Letters Our Readers Speak Out 25
Reviews Introduction 167
Reviews Index: Two Months of Ratings 171
Top 100 Readers Rate the Top Games 258
Hall of Fame The Greatest Games of All Time 260
CGW Online/GameSpot The Best Game Coverage on the Web 261
Greenspeak She Got Game 264
1 Sports
World Cup 98 ...
... 201
Triple Play 99 202
Triple Play 99 202
High Heat 204
HardBall 6 208
The Golf Pro 211
FPS Ski Racing 214
StrategyAIVargames
Soldiers at War 216
TA: Core Contingency .217
ChronX 220
Liberation 221
|WAR WILL RATTLE YOUR NERTES
BULLEf SWILL
BATTLE YOUR
AdiVisioN
FIGHTER
SQUADRON
THE 8CHEAHIN' DSHONS OVEB EUBOPE
CONFRONT YOUR OEMONS THIS FALL ON WINOOWS®95/98 CO-ROM.
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Go to #231 @ www.computergamlng.com/infollnk
FEEL THE EFFECTS OF WAB.
For a WWII pilot, nothing was more nerve-wracking than the brutal reality of
war. Fighter Squadron; The Screamin' Demons Over Europe'" takes you back to
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as the originals, but reveal the frighteningly realistic world outside of them. So
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WWII air combat so real, you'll wish you weren't such a damn hero.
GROUNDBREAKING FLIGHT IMMERSION
A revolutionary flight model makes every Immelman and snap roll
an authentic simulation of the original plane’s flight dynamics.
An unprecedented physics modeL featuring between 20 and 60
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ensures everytiiing in the world reacts realistically — from
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UNPRECEDENTED WWII EIPERIENCE
Pilot ten authentically modeled WWII fighters and bombers,
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ULTRA-REALISTIC GRAPHICAL DETAIL
Ten highly-detailed virtual 3-D cockpits feature 360° head
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r. I99S Sicrra iQil-Linc, Inc. ® nncl/or clebifjnaie iradoinarks dC, nr liccnseil to, Sierra On-Line. Inc., Bellevue. WA 98007. All Kij-lus Reserved.
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-f Mr
msoN
Surprise: Many RIVEN Buyers Play Other Games, Too
On exceedingly rare
occasions (hang on
while [ remove the
glossal member from
the inside of my cheek),
those of us privileged
to expostulate and
pontificate within the
media may overstate our positions.
This probably Isn't surprising to
those of you who know about my
MY5T bias. My original assertion
about the game was, "i don't think
you'll lose any money on it. I just
hope you're not counting on a big
hit," Okay, we can't be right about
everything'. Recently, I was called
out on a different mantra, to wit,
"MYST and RIVEN players don'fbuy
other games." Actually, that last
statement is probably the most
benign of all my comments about
the two megasuccesses.
particularly interesting because the
sample size is larger than that in
any of the surveys C6H/has com-
missioned. So, in answer to the
question, "Do RIVEN players play
other games?" we provide statis-
tics from the RIVEN registration
cards (1 998), the Computer
Gaming in America study (1 997),
and the Computer Gaming World
Subscriber Study (1 997).
Obviously, one would expect
purchasers of adventure games like
31 percent participation (compared
to the 43 percent among core
gamers and 62 percent among
CGrt'subscribers). In the Classics/
Puzzles genre, they equal the 37
percent participation among casual
gamers, but lag slightly behind the
43 percent among CGkV sub-
scribers and 53 percent found in
the core gamers. In the Action
game category. RIVEN registrants
aren't far behind the casual gamers
with 41 percent participation com-
In gaming habits, RIVEN regis-
trants aren't far below the numbers
in our surveys. Our Computer
Gaming in America study showed
that 53 percent of casual and 40
percent of core gamers play five or
fewer hours per week, compared to
56 percent of RIVEN registrants.
However. CGIA showed that 22
percent of casual and 47 percent of
core gamers play more than 1 1
hours per week compared to 8 per-
cent of RIVEN registrants.
Of course, when Humpty-
Dumpty sits on a wall, we can all
expect omelets. So, Red Orb
Entertainment has graciously decid-
ed to prove me wrong. After being
sent the raw results of the registra-
tion survey from RIVEN, I'm ready
to revise my previous assertion.
Since RiVEN's audience reaches
beyond the circumference of even
casual gamers, the percentages are
generally lower than in other sur-
veys. Yet, the results are interesting.
Players of the two megabits do
play some games. The results are
pared to 47 percent of casual, 66
percent of core, and 75 percent of
CGiy subscribers.
MYST and RIVEN to play adventure
games. Naturally, they do: 77 per-
cent of RIVEN registrants play other
adventure games. This compares to
53 percent among casual gamers,
68 percent among core gamers,
and 67 percent among CGIVsub-
scribers. Now, for the surprises.
In the Role-Playing category,
RIVEN registrants actually outgame
casual gamers (25 percent) with a
Nor were the 33 percent
of RIVEN registrants who partici-
pate in Simulation games far
behind the 40 percent of casual,
49 percent of core, and 75 percent
of CGkV subscribers who play
those types of games. Only in
Sports (20 percent compared to
33 percent of casual, 40 percent
of core, and 40 percent CGkVsub-
scribers) and Wargames (1 6 per-
cent compared to 31 percent of
casual, 39 percent of core, and 58
percent of CG1V subscribers) did
RIVEN registrants fall far short of
normal numbers.
Percent responding who:
RIVEN Owners’
Casual Gamers^
Core Gamers^
CGW Subsaibers^
Plav Action Games
41
47
66
75
Plav Adventure Games
77
53
68
67
Piav Classics/Puzzles
37
37
53
43
Plav Role-Plavina Games
31
25
43
62
Plav Simulation Games
33
40
49
75
Plav Sports Games
20
33
40
40
Play Wargames/Military
16
31
39
58
' RIVEN registrants who filled out a Broderbund sun/ey.
^ Source: Computer Gaming in America, 1997; casual is defined as those gamers who buy 3.4 games
a year, on average.
^ Source: Computer Gaming in America, 1 997; core is defined as those who buy 24 games a year, on average.
' Participants of the 1 997 Computer Gaming World Subscriber Study.
What, then, do these statistics
reveal? First, they indicate that I
was in error when I declared a pox
on all RIVEN gamers as being para-
sites who buy only one product
every eon or so, but cause a dis-
parate amount of investment with-
in companies trying to duplicate
the phenomenon.
Second, they indicate that RIVEN
gamers are beginning to broaden
their scope and try other types of
gaming. This is excellent news. It
bodes further expansion in the
market. In the long run, however. It
may be bad news to the hard-core
in that it indicates more potential
customers who don't like the car-
nage, mayhem, and bloodlust that
forms a major part of the core
game library.
Third, the results suggest that
there are subject areas and designs
that can reach this greater audi-
ence. However, the data also sug-
gest that there is no one sure-fire
way to reach them. More experi-
mentation will be required, and
experimentation is expensive.
We can always learn from sur-
veys and statistics. Let's just hope
we learn the right lessons and
don't kill the hobby while we're
chasing the goose that lays the
golden eggs.
J j^as in error when I declared a
pox on all RIVEN playeff.f
v.computergaming.c
COMPUTER GAMING WORLD » AUGUST 1998
fiiwim
I E G E IM D S ”
C1998 Sierra OH'Unfl, Inc. ®and '“dosignaia Iraflamarks of, or licensed lo, Sierra On-Line, Inc,, Bellevue, WA 98007. All rigWs reserved, Papyrus'" and the www.siepi*aspoi*ts.com
Papyrus logo are trademarte of Papyrus Design Group, Inc, All older Iredemarks are the property of their respective owners and are used under permission. ^
^ In 1968, they changed the rules of Grand Prix racing
to cut down on driver fatalities.
Pulling out of a power slide. The g-forces throwing you around the cockpit. You realize,
you're sitting behind the truest 3D engine ever built. Racing the likes of Jack Brabham and
Jim Clark. At Monza, Spa and Nurburgring. 1967 was a historic turning point in Formula
One racing. Welcome to Grand Prix Legends™. Racing sims will never be Lhe same.
www.compiJtergaming.com/lnfolink
rr; ■ ’ j Top-notch 3D graphics showcase cities,
scorched terrain, reai-time lighting effects,
and the AH-64A Apache combat helicopter.
Test your combat skills in two full
campaigns and 18 stand alone missions;
mission editor provided for extended
gameplay.
Interactive flight environment registers turbulence from
explosions, blasts, and other aircraft - support for force
feedback joysticks included!
j AAanage your team of ace pilots!
Options include skill ratings, fatigue
and morale management, recruitment,
and courts martial.
Training mode with instructor feedback,
adjustable difficulty settings, and
easy/advanced flight models will get
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Supports both head-to-head and
cooperative multiplayer for dogfights
over the internet, on a local network, or
modem to modem against your buddy.
SIAAiS
Go to #189 @ www.computergaming.com/infolink
www.teamapache.mfnclscape.co)
©1998 Simis Holdings Ltd. All rights reserved. Team Afiache
of Simis Holding Lid. used under license by Mindscope Inc.
trademark
I am a Uruguayan subscriber to your magazine. I
have to congratulate you on your mag. But I
found a glitch in your June issue. In your review of
FIFA Road to World Cup 98, a picture shows Brazil
beating Uruguay 4-0. Although our soccer selection
is currently bad, we have never been beaten like that
by Brazil. Remember Maracana 1 950?
— Federico Brubacher
A Pleased Customer
via the Internet
Oh, yeah, Maracana in 1 950, what a time we had then.
Woo-hoo.
Seriously, there's a simple reason why Brazil aced
Uruguay in our June review — the reviewer's wife is
Brazilian, She wouldn 't let him in the front door if he had
lost to Uruguay. We meant no disrespect — Uruguay has a
distinguished World Cup reputation — but when your wife
is a Latin Kung-fu expert, you don 't have a lot of latitude
in these matters. We hope you understand.
iARRIBA URUGUAY! A bug in nFA 98 does allow
Uruguay to beat Brazil in rare instances.
Prose and Khan
It is grossly inappropriate to have
a quote advocating the rape of
women and children in a preview
for a videogame /CGW ^168, July
1998, p. 53]. Quotes like this
perpetuate the problem of sexual
assault. Rape is not an adver-
tisement. Everyone reading this
probably knows someone who has
survived a sexual assault. Because
of this, we should all be offended.
— David Kalish
Sexual Assault Prevention
and Education Specialist
West Vi^inia University
Mr. Kalish refers to a quote from
Genghis Khan, the 13th century
Mongolian ruler. In the quote, Khan
counted conquest abduction, and
horse theft among his favorite
activities. We do not think
recounting the 700-year-old
viewpoint of a Mongolian warlord
perpetuates sexual assault nor do
we believe taking offense at such
historical quotes is warranted.
However, we did neglect to include
the following disclaimer: The
opinions of Genghis Khan are not
necessariiy those of this magazine,
its staff, or the management of Ziff-
Davis, Inc.
And We
Don't Stink
I must say that I was pleased
and surprised to see the new
magazine layout when I received
my latest issue of CGW [11168, July
1998]. No doubt you will get some
complaints from the stodgy,
Colonel Mustard types who are still
reliving their old, glorious cam-
paigns on hexagonal wargame
maps. I think, however, that it is a
welcome breath of fresh air in a
publication that was in danger of
becoming overly fossilized.
The new design is clean, fresh,
well-organized and easy on the
eyes, Keep up the good work. The
only major complaint I have is the
increasing amount of ads that
feature those folded over pages. I
really hate to have pages flop out
when I am reading. That is why I
riffle through CGH^and rip out
those pages before I settle down to
peruse the contents. If companies
are paying extra money to buy ads
with the fold-overs, it is wasted
money as far as I'm concerned.
If an ad cannot tell me what I
need to know in a normal one or
two page layout, then it isn't worth
my time trying to read the folded-
over portions.
lam just grateful that your
magazine doesn't have those
obnoxious perfume inserts,
— Jeanne Conrad
via the Internet
Apology Accepted
After reading a letter in your
June issue from Michael Bucknam I
feel 1 owe CGW, in general, and
Martin Cirulis, in particular, a bit of
an apology. In my previous letter
(which was printed in its entirety in
issue #1 64) I took both Mr. Cirulis
and your magazine to task about
his blaming the trend towards
biased previews and, specifically,
"pre-revlewing" an unfinished
product. After reading Mr.
Bucknam's letter, I have come to
understand your viewpoint (and
that of Mr. Cirulis) a bit better.
There Is enormous pressure on your
editorial staff to
review a game
"as soon as it
hits the
shelves," or
even before. It
simply never
dawned on me
that there were
people who
purchase
products (like Mr. Bucknam) based
solely on advertisements, or who
are influenced so strongly by your
reviews.
Let me say right now I think you
guys are the on/y gaming magazine
that tells it like it rea//y is (as an
aside, a competitor of yours gave
Ultima Onune four stars in the same
month you gave it coaster of the
year), and I trust the reviews
implicitly and, almost always, agree
with them. That said, I would never
base a purchase solely on one of
them, even by a reviewer I have
read and found to be accurate for
years. There are simply too many
factors involved for me to buy on
one source, no matter how much I
trust them, especially since any
review, ultimately, boils down to
one (or very few) people's opinions,
I just find it odd that in this day of
demos, downloads, shareware
copies, etc. that a gamer would buy
a product based on any one source
regardless of its prestige.
When I buy a game I do use your
reviews as a guide, but only if I've
had some other sources confirm the
rating as accurate. I either play a
demo or read all the reviews of a
product, and if all the opinions are
about the same, only then do I lay
down the cash. I collect as much
information about the game as
possible before the money ever
leaves my wallet.
I am, as your magazine puts it, a
"core gamer," and maybe that's
the difference between myself and
Mr. Bucknam. I've been where he
went with LoM many times over
the years, and 1 have learned my
lesson well. Buying a game, like
buying any product, should be
based on more than just the ads,
especially in this age of readily
/.computergaming.t
COMPUTER GAMING WORLD » AUGUST 1998
MACH visa trademark of Falcon Northwest computer Systems.
Half-Life images are courtesy of valve, LLC. and sierra On-Line, Inc.
Half-Life is a trademark of Sierra On-Line. All rights reserved.
FALCON NORTHWEST
COMPUTER SYSTEMS
COMPUTER
GAMING
Tlie «1 PC Gomo Magazine L l~^
ir Denny Aikin(Siinu)atioi>5)
)rTeffy Coiemsn (Wargsmes)
tor Dave Salvator {Hartwarej
Editors Jeff Green {Adventure, Sports},
Elliott Chin (Action, Strategy)
tor Charlotte Panther (Ciasslcs/Puales)
Copy Chief Joe Vallina
It Editor Alien Greenberg
Cofltrlbutins Editors Se^ia (Adventure Games),
Chades Ardal (Interactive Fiction), Loyd Case (Hardware)
Founder Russell SIpe
Art Director Dan Fitzpatrick
Art Director Steven Wanezyk
Production Director Carlos Lugo
Production Manager Martin Walthall
Electronic Prepress Group
Manager Michele Kellogg
Assistant Manager Tamara Gargus
Senior Prepress Technician Jackie Cuneo
Technician Roger Drake
Address cpiestions and feedback to:
CGWEdltorlal. 135 Main SL, t4th Floor, San Frandsco, CAS4103.
Or you may contact us via:
' . Phone; (4J5) 357-4900
EditO{!3ifax:(415)357-4977
CGWIettefS@zd.com
site: vmw.comptftergamlng, com
Laura Pitaniello (212) 503-4851
Megan Moran (212) S03-3926
est Sales Manager Pat Walsh (949) 651-2556
t Sales Assistant Sandy Maidniak (949) 652-5914
Midwest Sales Marker Marci Yamaguchl (415) 357-4944
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ffuMontgomery{415)357-4925
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’ National Account Rep Joann Casey (415) 3574920
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Assistant to the Publisher Linda Fan (415) 357-5425
Sales Asdstant Tallie Conner (415) 357-5398
Address inquiries to CCIV Advertising, 135 Main 5t„ 14th floor, San
, . Francisco. CA 94105; or call (415) 357-5398, fax (415) 3574999,
Vice President Jon lane
Business Manager Cynthia Mason
Executtve Director,
Marketing and Research Randy Cohen
Creative Services Manager Francesca Koe
(303) 665-6M0 within the U.S, aixl Canada, Alt^er countries call (303) 604-744S
■ « write to Computer Gaming WwM. P.0, Box 57167, Boulder, CO 80322-7167. The
i (W6yeaf{t2Is5ue)sub5criptoTaleisJ27.94inth«tJ.S.,endJ43,94Qulsiclethe
U.S^ the rate for one year (12 !ssue}subsciiptions with the moothly CD-ROM Is
S42.94 in the U.Sv and $56.94 outside the U.S. Checks must he made payable in U.S.
currency only to Cons>u!ef Gaming World.
Bad; issues can be ptjrdiascd for $8 in the Ui. and $ 1 0 outside the Ui. (C04IOM version
not available). Prepays^ is nersssaiy. Checks must be made payable in U.S. cunsKy
otily to Computer Gaming WodcL MaS your request to Back tssueis. ZrR-Davb Ittc. P.O.
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COMPUTER GAMING WORLD* AUGUST 1998
available information.
Play a demo, read
previews, look at past
products in the same
mold from the same
company — that is howto
make an informed buying
decision,
I now more fully
understand the pressures put
on your magazine by people
like Mr. Bucknam who seem to
want you to spoon feed them a
list of what to buy and what not
to buy, I'm also very impressed
that your magazine, unlike your
competitors', has kept to its policy
of not reviewing anything but
finished product. To do so in the
face of such pressure makes me all
the more grateful to you.
While I will always take exception
to any publisher who reviews a product
before it's finished and on the store shelves, I
have a lot more sympathy towards you guys
now. All 1 can say is, "Sorry guys (and gals),"
and please keep doing what you do best:
giving honest, thoughtful reviews. Thanks for
listening.
— ^Sfeve Fox
via the Internet
Hear, hear!
I just gotta say that your mag rules, and
anyone who thinks otherwise should be shot
in the forehead and kicked down a flight of
stairs covered in flesh-eating ants. Your 3D
section in the June issue was extremely
helpful, and now 1 know that I really could
use a 3D accelerator, and which one to buy.
Thanks, and peace.
— Zach Heidemann
via the Internet
Coaster Arts & Crafts
CGWhas become the technology
magazine in our (core gamer) household. The
info you provide about hardware, upgrading,
and operating systems covers all we need
and want to know about our PC. Your
reviews are so on-target that my New Year's
resolution for 1 998 is to wait until I read your
critiques before purchasing any new games.
It's tough — I am a big fan of DSD style RPGs,
a genre that has been barren as of late, Last
year I just had to grab Lands of Lore;
Guardians of Destiny and Descent to
Undermountain the second they hit the store
shelves. Ugh!
I believe I have finally learned my
lesson. I don't even cross the portals of
software retailing locations unless I have a
CG^Vfour-star review in my paws. Just one
request — I have more coasters than I can
possibly use. How about an article or two on
CD-ROM arts & crafts? A mobile, maybe?
High-tech birdfeeders? I just hate to toss
those $50 dud discs without considering
recycling in some way. Thanks for
maintaining a quality publication.
— Cindy Bogart
via the Internet
Wow, thanks for the feedback! And just to
show our appreciation, we'll let you in on a
little secret: We've got a huge RPG feature in
store. Our October issue, which comes out in
early September, will have Juicy in-depth
details on the hottest upcoming RPGs:
Wizardry 8, Ultima: Ascension, Swords S
Sorcery, Baldur's Gate, and Return to
Krondor. We're about to experience a bona
fide role-playing resurrection — finally— so
get ready to be happy. As for your arts and
crafts idea, we think it's fantastic.
Unfortunately, as shown by the above
prototype sketch (leaked from Martha
Stuart's offices), we maybe too late.
Dep't. of Corrections
By the time our June issue came out, the ^
Web address had changed for Operation «
3.D.F.X. It's now www.op3dfx.com. ^
Also, we regret spelling Age of Empires h
Designer Bruce Shelley's name incorrectly in g
July, but we swear it wasn't our fault. Mr. <
Shelley has business cards with an incorrect «
spelling of his name. Way to go, Bruce! ;■) ^
www.computergaming.com
Monster Truck Madness* 2 is here, with more ground-pounding, trash-talking fun than the original. Featuring 20 trucks that
show the damage you dish out, including four new WOW" and nWo" WrestleTrucks like “Hollywood" Hogan. Risky night racing
and nasty weather options. Thumping force-feedback support. The SummitRumble, an outrageous multiplayer game of “king ofthehill.
■ Anrffl wild new tracks. Get your free demo and start crushing the competition at www.microsoft.com/games/monsfer/
Hwrpirrntnn CoiDOfaliiiR. All MicroscFt and Monster
Swffnvvidiinaiksof Microsoft uxodstlon in (ht United Statu en4AMillMreotiKrt«.
(icHiMBr ffi^itets ami company tiamos nmitioiml herein may |» fte UadeMarks of Itreii rajpeciW (miks.
fl
? -''i I
NEWS 'FROM THE COMPUTER GAMING WORLD
£5 iVEi/i/s • £5 /Vfi/i/s * e3 News •es News
Fear and Loathing
'"Atlanta
Attending E3. the Electronic
Entertainment Exposition, is a lot
like being trapped inside a gargan-
tuan sub-woofer. You're pummeled
by the crowds; assaulted by sound
vibrations only a few decibels short of a perpet-
ual sonic boom; entranced by more dancing col-
ors and shapes than a hippy having acid
flashbacks during a Doors video;
and promised more games for
"Christmas" than an
entire city full of
greedy children could possibly beg from Santa
Claus. It's a carnival of chaos and cacophony, an
amazing midway of marketing barkers trying to
steer you into one freak show after another.
There was even a booth giving away mutilated
rabbit remains (well. . .rabbit's feet!). If any trade
show was ever more Vegas than Vegas, it’s E3 !
"Step right up," say the PR ringleaders, the
marketing gurus, the proud developers, and
executives. "Never before," wax the claims,
climbing higher and higher until they find them-
selves towering over reality like a BattleTech
'mech stomping on a foot soldier. Hype and hip,
hope and hoke all combine to point the way to
what we'll see on store shelves in the future.
If E3 is an accurate impression, we'll see a
whole lot of action going on. Action will perme-
ate and influence nearly every genre. The adven-
ture, sports, role-playing, and strategy genres
will all feature heavy action-oriented compo-
nents in most of their products. 3D will domi-
nate with titles like MESSIAH and DRAKAN lead-
ing the way. 3D acceleration is even beginning
to appear in turn-based strategy games like
STAR TREK: THE NEXT GENERATION-BIRTH OF THE
FEDERATION and more traditional adventure
games, such as GABRIEL KNIGHT 111: BLOOD OF
THE SACRED, BLOOD OF THE DAMNED. Even
LucasArts is using 3D acceleration in INDIANA
JONES AND THE INFERNAL MACHINE. 3D Audio is
also starting to have an impact, as in the long-
awaited UNREAL where you can finally hear
monsters behind you; and, believe it or not, in
the largely text-based CROSSROADS, from VR-1 .
It isn't all good news, though. If E3 is an
accurate impression, we'll also be seeing some
aspects of the hobby that aren't so exciting.
Several companies danced around mergers
that may or may not be in the best inter-
est of gamers. Two companies. Interplay
and Interactive Magic, were readying
initial public offerings, but facing less
initial excitement than they had
hoped. One company, MicroProse, just
announced another horrendous quar-
ter and one wonders how long they can
survive — at least, how long they can sur-
vive with multiple development studios. In
addition, the Fourth Quarter obsession contin-
ues. Rarely did any development team admit
that a game being demonstrated was nof for
"Christmas." Unfortunately, only about half of
those so designated looked like they had a legit-
imate shot. Finally, as in most hit-driven busi-
nesses, we're seeing more and more clones.
Although some of the game designs shown at
this E3 had fresh ideas, there were no particular-
ly fresh subjects or revolutionary ideas.
So, E3 gives us a choice. We can either be
the disappointed child who comes to the
carnival to see the freak show, only to discov-
er that he's being defrauded by fake prosthet-
ics and clever staging, or we can be the
delighted child who experiences wonderment
over the fastest, prettiest, loudest, coolest,
and most amazing experiences yet to grace
the computer screen. We're probably a
little of both. — Johnny Wilson
www.compulergaming.com
While Hopeful Gamers Lined
Up to Meet f/ieX-Files Star,
CGW Got the Inside Scoop
while ago, that was, i think, even before my
Thousands of X-f\ks fanatics'
dreams came true at E3, when
Gillian Anderson, a.k.a. Agent
Dana Scully, showed up at the
Fox Interactive booth to sign
autographs and promote Fox's upcoming
title, THE X-FILES GAME. Before she greeted
her fans, Ms. Anderson took some time to
talk to us about her experiences working on
the game, the upcoming movie, and much
more. Here are highlights of the interview;
for a complete transcript head to www.
gamespotcom. — Charlotte Panther
CGW: Did you or David ever play
videogames, and If so, what were, or what
are, your favorites?
Anderson: I can't speak for David; I imagine
that he doesn't play videogames. I have played
some. Many years ago I played TETRIS and I've
played MYST — just a litlie bit though. I mean I've
said this a lot in other interviews but I'm terrified
of losing consciousness or delving into some
other reality that I'm not able to come out of,
and forget I'm a mother and have responsibili-
ties. TORTURED SOULS— it’s like TETRIS but with
eyeballs falling down, I really like that— that's a
daughter was born. And now, the only time I
really take out my lap-top at all is when I take it
out and play ARTHUR GOES TO SCHOOL and
GREEN EGGS AND HAM. 1 have requested a lot of
CD-ROMs, educational CD-ROMs, dictionaries,
pictionaries, encyclopedias, and stuff that are still
in their packages. But they're there for when I
have some time,
According to Fox Interactive President
John Richmond, it took some convincing
from Chris Carter or someone in the show
to get you to participate in the game. Did
The Hit
someone in the show convince everyone
else to be a part of it?
! wasn't privy to any of that I was asked when
I knew they were doing it and I wasn't sure that I
had much choice. I showed up to Seattle and we
did it
After the initial filming, you went back
to the game's producers and toid them
that you'd be wiiiing to give them more
time. Was it because you enjoyed the
experience that much?
No, it was because I wanted a free ride to
Seattle [laughs). No, I knew that they didn't have
everything they wanted and, I like the Four
Seasons hotel in Seattle [laughs again).
You've already got quite a large fol-
lowing on the Internet. Are you anxious
or perturbed that by participating in the
game your bringing a new fraternity of
unwashed geeks to your fan base? How
do you feei about your fans, and, specifi-
caliy, the iarge internet following that
you have?
I haven't actually had that concern — unwashed
geeks— or adding to the amount of fan base. I
don't have much interaction with them, I don't log
on to any of the Web sites about me or the show
or Scully's dog or whatever is out there. And obvi-
ously, as far as I'm concerned, you know, it's a
safe realm. Most of the Web sites are safe realms
for people to communicate about something that
they have a mutual enjoyment of. And it's not
harming anybody. It's certainly not harming me.
Did you get to play the game?
No, I haven't yet.
Will you?
Yes. I will probably play it for about maybe 1 5
or 20 minutes.
Do you have a favorite X-Files episode?
Every season, I usually have one of that season,
but I think one of my all-time favorites now was
from this past season, called 'Bad Blood," which
was an episode written by Vince Gilligan. It was
Mulder and Scully's individual versions of an
episode, and basically our recounting of that. It
was fun and challenging to film, and even more
fun to watch.
Would you do a game again if Fox was
interested in doing a sequel?
If it was a sequel to THE X-FiLES GAME. I
ofE3
mean, hopefully they would only do it if this is
successful, so if this is successful. I'd be more
than happy to.
What about the movie?
If it's successful, I hope we do another one. I
mean, hopefully, we're not going to be doing the
series for the next 1 0 years, and doing the movies
on the hiatus. Hopefully, the film will be so suc-
cessful that the series will trail off and we'll just
be doing the movies once in a while.
Gillian
Ander
^ • £5 iV£l/l/S • E5 J\f£l/I/S • £5 JVfl/l/S • £5 iV£l/l
v.computergiiming.com
COMPUTER OAMINO WORLD » AUGUST 1996
^ail-in
rebate
oMi
HMSduringthe month
gt^gun
gtiiTiiaiandJjgggjMaS
,Ml|...-.....lt6amg||
Here Is how to send In for your Spec Ops:
Rangers Lead the Way'^'^ ($17.76 Rebate check)
rin
1. Purchase Spec Opsi Rangers Lead the Way (between July 1, 1998
and July 31 1998).
2. Mail in this original, completed coupon along with a copy of your
doted soles receipt and original UPC bar code from the carton os
proof of purchase to; 8PIC OPS-DIMO Rebate; PO Bex 53940
Dept. #14997; Phoenix, AZ 8907a-a940
Ri-P ““rill it
^n<fiC in!
Print
Name
Requests must be postmarked by August 31
Offer valid in the USA only. Net valid with any other offer. Umit
one request per nome/family/address. Rebate request must be
postmarked by August 31, 1998. Please allow 8-10 weeks for
processing. Not responsible for late or misdirected moll. Void where
prohibited, taxed or restricted by law. Requests from groups, post
office boxes, or erganixotlons will not be honored. Fraudulent
submission of multiple requests could result in federal prosecution
under the U.S. Mail Fraud Statutes (16 U5C, Section 1341 and 1342).
This certificate may net be reproduced, traded or sold.
This offer not good on "Spec Ops: Ranger Ob|eetive]ii". I _
State
■N
Telephone
E3 Sizzlers & Fizzlers!
The 20 Best and 5 Worst Games at E3
Hsmeworld
*
Relic's HOMEWORLD Was the Most
Innovative and Exciting Game ofE3
In a show crammed with clones Jk p
of the latest 3D shooter or TOMB
RAIDER, one game that stood out t
above the rest was newcomer of the
Relic's HOMEWORLD. At its most ^ ^ ^
basic level, HOMEWORLD is a real- ||| wW
time strategy game. But that label
can only be loosely applied here. Technologically, visually, and tac-
tically, HOMEWORLD is very different from what has come before.
HOMEWORLD is a strategy game that follows a nomadic space-far
ing race on its return trip to a lost homeworld. You command this
haphazard fleet on their journey, and along the way, meet aliens,
traders, marauders, and the evil race responsible for their exile. The
campaign is the least known part of the game, but Relic says it
wants to make the single-player experience as moving and emotion
al as a movie. There will be NPCs to talk to, multiple mission paths,
and an engaging story to drive gameplay forward.
Age of Empires II
(Strategy) [Cue trumpet flourish]
Knights and noblemen, queens
and countrymen, I give you
Microsoft's AGE OF EMPIRES II! We
enter the middle ages with great
crusades, castles, robust economic
and diplomatic options, and dev-
astating new siege engines. And
wait till you see the formation
combat... Q1 '99
Anachronox (RPG) Tom
Hall's RPG for Ion Storm is slowly
moving from the design to pro-
duction stage. The programmers
are creating more realistic envi-
ronments than those in any other
QUAKE ll-based game. The addi-
tion of a real-time panning cam-
era is opening up the possibility
for tons of cinematic shots and
storytelling, a la Final fantasy
VII, but in real-time. Although this
massive game is still a year from
completion, the potential looks
good. Q3 '99
Diablo II (Action/RPG)
Blizzard's follow up to DIABLO is
certainly not just more of the
same: A retooled interface, out-
door environments, multiplayer
guilds, and lots more left us drool-
ing for this long-awaited sequel to
CGWs 1996 Game of the Year.
Q2 '99
Drakan (Action/Adventure)
Pygnosis' stunning 3D action/
adventure game, DRAKAN. casts
you as Rynn, a sword-wielding
heroine who also happens to be
buddies with a fearless dragon,
Arokh. Players can control Rynn
alone, or can move both heroine
and dragon together with Rynn
riding on Arokh's back, as they
attempt to defeat the evil sorcer-
er, Kulrick, and his minions.
Q1 '99
Duke Nukem Forever
(Action) Duke does Vegas in 3D
Realms latest extravaganza with a
modified QUAKE II engine and lav-
ish 1 6-bit graphics. The trademark
interactivity and attitude are in
evidence, along with James Bond-
style action sequences and a
female companion — aptly named
Bombshell. It looks great, but
you'll probably need a 3D card to
play it. Q4'98
Fighter Legends (Sim)
This World War II sim from Jane's
Combat Simulation blew us away
with the best graphics we've ever
seen in a simulation. Multiplayer
at the show was a blast, with WW
II ace Bud Anderson giving tips.
The powerful mission editor
should make for lasting gameplay.
Q3 '98
Gabriel Knight 3
(Adventure) The long-awaited
new mystery from Jane Jensen
and Sierra has the makings of a
classic, with a strong storyline
based on the Knights Templar, and
brand-new 3D engine replacing
the FMV look of the previous
game. Q4 '98
Grim Fandango
(Adventure) LucasArts’ "next-
generation" 3D adventure game
is a funny, surreal tale of intrigue
in the Land of the Dead. Easily the
coolest-looking adventure game
at E3. Q4 '98
Half-Life (Action) Valve’s
shooter should be ready by July,
and it will feature the most realis-
tic environments yet. The alien
beasts in this game show far
more creativity than any other
shooter, and look like the best-
designed monsters since DOOM.
Q2 '98
v.computergaming.f
COMPUTER GAMING WORLD ■ AUGUST 1998
FDR EDTRED1E HETIDD,
VDU DDD'T DEED R
LARGER DIDDITDR...
i
I
VDU HEED H
Download demo at: www.extremewarfare.com
Fully 3D World.
LARGER UJDRLD.
ieal Time 1st or 3rd Person Action. Epic Battle. Epic Story. Play with 32 players over the Internet.
Actoai game screenshots except where noted. More screenshots on back page. -
Prepare for an epic planetary war where bigger truly is better. The Sway, a powerful alien race,
have obliterated Earth. Tough luck. Now Mars is the last refuge for Mankind. Whether you choose
to fight as the Humans or the Alien Sway, you'll be immersed in a huge campaign of bruising,
epic-sized battles that will demand all the precision fighting, strategy, and courage you can
muster. Challenge yourself with intense commando-style, single-player missions or sign up for
completely unique, team-competitive, mission-based multiplayer combat.
Think you have what it takes? Find out by downloading the demo at:
www.extremewarfare.cotn
■ More depth and variety th
“shoot everything’’ action
■ Play either race: Human or Alien
■ ZO single-player missions
■ 20 multiplayer missions
20 huge maps, all set on Mars
Indoor and Outdoor Environments
same map
■Team based multiplayer gamepiay
■ Up to 32 players on the Internet via Heat.Ne
or over a LAN
in two
Unparalleled grouped polygon explosions
and accurate real-time lighting effects, all
at sustainable high framerates. Really.
Two players can occupy the same vehicle
simultaneously — one as the gunner, the
other as pilot.
Real-war missions, such as rescuing POWs,
leave the “deathmatch" and “capture the
flag" scenarios of other games behind.
Scalable graphic experience — the better your
system, the better it looks. IVIost 3D hardware
supported, but not required.
Actual game screenshots except where noted.
1998 Broderbund Software. Inc. All rights reserved. Extreme Warfare and Red Orb Enteitainment are
trademarks of Broderbund Sotlware. Inc. All other company names and products are trademarks and/or
registered trademarks of their respective owners.
nazioRB
#
TRILOBYTE
Aliens vs. Predator (strategy)
This action game from Fox
Interactive combines both
movies' creatures with a
QUAKE-style space marine, all
of whom battle in an intense
free-for-all multiplayer mode.
The coolest parts? The Alien
character can run on any sur-
face, giving you a decidedly
DESCENT-like feel, and the
Predator's shimmering cloak-
ing mode looks just as cool as
it did in the movie. Let's hope
the single-player game is this
good. Q4 '98
Of course, what made our jaws drop at E3
were HOMEWORLD's graphics and gameplay.The
game is rendered in gorgeous, real-time 3D. Every
single object, from ships to nebulae, is polygonal.
Your playing space is likewise 3D, meaning you
can finally engage in Star Wars-style combat with
missiles, lasers, and ships flying in every conceiv-
able direction. If you want to form a wedge of
fighters and engulf a capital ship with fire in a
360-degree bubble, you can.
With everything rendered in real-time, many
possibilities for altering the gameworld come
into play. You can charge gas clouds with ion
cannons and make any harvesting trips into the
resource-rich clouds deadly games of lightning
roulette. You can break giant asteroids into a
minefield of smaller asteroids that will pelt all
ships that fly through the rocky swarm.
The attention to detail in HOMEWORLD is amaz-
ing. Exhaust trails spew forth from ship engines;
sparks fly when hulls get peppered with laser fire;
nebulae are streaked by lightning storms; muzzle
flashes from guns light up ship hulls; and thou-
sands of tines of context-sensitive voice-overs cre-
ate the feeling that your space battles are actually
occurring. Fighters will call out their targets and
cry for help when they get hit.
HOMEWORLD looks amazing, and the potential
for incredible, epic battles is huge considering the
brilliant engine that is bringing Relic's vision to
life. The only question is whether the interface will
make it easy to issue assignments and commands
in 3D space. Relic is determined to make every-
thing as easy to learn and play as possible. The
interface right now is a simple one of left and
right mouse clicks and customizable hot-keys. The
team wants every player to be able to create the
most natural configuration for themselves.
While HOMEWORLD is still several months from
shipping, it's already taken the gaming world by
storm. With its innovative look and design, and
because of its movement into a full 3D tactical
arena, it could take strategy gaming further than
it's ever gone before. That's why it's the undisput-
ed game of E3. Q4 '98
Messiah (Action) Dave Perry's MESSIAH
is a game of possession. With an advanced
engine that scales its polygons to create the
best frame-rate, and a skeletal animation
system that allows you to mess with every
bone of a character's body, MESSIAH is
opening up dozens of possibilities for inter-
acting with your enemies. As a baby angel
who can possess others, you can take con-
trol of enemies and make them walk
through flames or off catwalks to their
death. Q4 '98
Sid Meier's Alpha Centauri
(Strategy) The real "CIVILIZATION in
Space" from EA/Firaxis, featuring better Al,
more diplomacy, multiplay options, a hard
sci-fi tech tree, and that sense of wonder
you had when playing the original CIV.
While it lacks the sexiness of the latest 3D
shooters, as with most Sid designs, the
play's the thing — this is easily the deepest
game we saw at the show. Q4 '98
SiN (Action) Ritual's first-person shooter
looks better each time we see it. There are
plenty of interactive environments, such as
pillars that can be destroyed by guards, thus
bringing the roof crumbling down on you.
With multiple mission branching and levels
that are better designed than even
SCOURGE OF ARMAGON's, SiN should be a
blast when it hits sometime this summer.
Q3 '98
slave Zero (Action) Wanting to merge
the worlds of MECHWARRIOR and QUAKE,
Sean Vesce, the designer of MECH 2 and
INTERSTATE '76, has come up with SLAVE
ZERO, a game inspired by Japanese anime
hits like Evangelion.The robot action is
more fierce and intense than MECH 2's, tak-
ing place in crowded Blade ffunner-like
cities. Q1 '99
Wheel of Time (Action/Strategy)
GT Interactive's WHEEL OF TIME makes even
better use of the UNREAL engine than does
UNREAL itself. The idea is to break into other
players' castles and steal artifacts. However,
when you are gone, other players can break
into your castle and steal yourartifacts. To
protect your castle, you must design and
build traps and lay down monsters to
thwart would-be robbers. So while half of
the game is first-person, fantasy action with
spectacular spells and weapons, the other
half of the game is level-building with a
Birth of the Federation (Strategy)
Star Trek Next Generation fans can stop whin-
ing: MicroProse's BIRTH OF THE FEDERATION is
so good it could make even Worf suppress a
smile. Everything from Wonders of the Galaxy (d
la CIV) to Ferengi economics and Romulan diffi-
dence is modeled, in a much prettier, and more
playable, grand strategy game than MOO il. The
turn-based tactical space combat even supports
3D. Warp Speed, indeed! Q4 '98
/.computergaming.c
COMPUTER GAMING WORLD « AUGUST 1998
... and Five
Fizzlers
Asteroids (Action) Don't look for a BATTLEZONE-style
take on the arcade classic when Activision's ASTEROIDS
ships. The rocks are 3D, but the gameplay is the same
old top-down spin-and-shoot. Q4 '98
Newman-Haas Racing (Sports) pygnosis' PC
conversion of NEWMAN-HAAS RACING is only slightly
more robust than the PlayStation version that spawned
it. You'd expect strategic depth and accuracy in the
physics model for a racing game based on the CART
team owned by driver/actor Paul Newman. At least, the
detailed cockpit and adjustable mirrors are an advance-
ment over the pure arcade play of the earlier game. Too
bad little else is. Q3 '98
Star Con (Action) star control, a game that was
once full of humor and personality, has been turned into a
3D space shooter. Sure, old STAR CONTROLS had the action-
intensive melee, but they were part of a larger whole: an
epic adventure game with quirky aliens and reams of hilar-
ious dialogue. Accolade promises that the same humor and
alien interaction will be there, but we won't believe that
until we see it. Q4 '98
Top Gun: Hornet's Nest (Sim) MicroProse's
action flight sim takes simplicity too far— it makes the
last TOP GUN game look as complex as SU-27 FLANKER.
We're all for introductory sims that are accessible to new
gamers, but when jets don't even stall when they run
out of speed, how useful an intro to flying is it? Q4 '98
Ultima Ascension (RPG) if ultima Vlll; pagan was
considered to be ULTIMA: MARIO, Origin/EA's latest incarna-
tion is destined to be ULTIMA: TOMB RAIDER. The cinematics
are incredible and the animation is outstanding, but the
familiar "behind the back" character perspective drags the
frame rate down like cement shoes in the East River. Plus,
Lord British must assume that most of the longtime
ULTIMA fans have given up on the series. There isn't much
of the Britannian tradition left in the current stew. Q4 '98
simple, but powerful editor that gives every
player the chance to design the most devious
and impenetrable of keeps. Q1 '99
X'Files (Adventure)
Fox's upcoming X-Files game casts you as a
rookie agent assigned by Assistant Director
Skinner to locate Mulder and Scully following
their mysterious disappearance in Seattle.
Gameplay is reminiscent of Activision's SPY-
CRAFT, with lots of "online” sleuthing and
researching. The video sequences are
extremely well done, giving it the look, feel,
and quality of a real X-Files episode. Q2 '98
PREY seems to have it
all: a cool character, a
great story, and an amazing
3D engine capable of creat-
ing mind-bending environ-
ments. You'll play Apache
Indian, Talon Brave, as he
battles his way through an
immense spaceship against
three alien races. 3D
Realms is including the edi-
tor, so you can build your
own levels. Q1 '99
Railroad Tycoon II (Strategy)
Known as the savior of HEROES OF MIGHT & MAGIC, Phil Steinmeyer, of Pop
Top Software, along with
Gathering of Developers (GoD),
have acquired the rights to Sid's
masterpiece, turning it into a
strategy train-fest nonpareil —
complete with gorgeous 3D rail-
road cars and great graphics.
Different levels of play allow
you to ignore stock trading and
modify your robber baron Al
opponents. Q3 '98
Vi
A.
3RlAfARE
Came/Publisher
First Supposedly CCMns
Shown Ships Guess
Description
Guardians: Agents of Justice/MIcroProse
■95
Q3 '98
Q4 '98
Steve Barcia tries to escape the Comics Gaming Curse and the patched
shadows of MOM and MOO II.
Return to Krondor/Slerra
‘95
Q3 '98
Q4 ‘98
The saga behind Raymond E. Feist's long-delayed RPG is almost more
intriguing than one of the fantasy author's own tales.
European Air War/MicroProse
'95
Q4 '94
Q4 '98
The third time's the charm for this VW ll sim that's shown up at each
E3 sporting a new engine.
Falcon 4.0/MkroProse
'94
Q3 ‘98
Never
This long-awaited flight-sim really does look a lot closer to release
than it did when we first saw it in 1994...honest!
Aliens vs. Predator/Fox Interactive
'94
Q4 ‘98
Never
This game's ship date has been as invisible as a cloaked Predator.
COMPUTER GAMING WORLD • AUGUST 199B ""ww comptilefgaming.tom
WAR OF THE GODS
• ■' • ■ Battle as a mythological god in this unique real-time combat strategy game.
> • Use divine powers to directly aid your troops and turn the ride oF war.
A whole new level oF intense action-expect the unexpected!
Multiplayer support: 2 players via modem and up to 8 players via network or Internet.
divine powers at your fingertips
Lightning Bolts, Fireballs, Earthquake, Berserker Rage, Arachne’s Web,
Infestation of Insects, Arrow Storms, Sun Bolts, Death Spores, Ring of
Swords, Volcanic Fissures, Wall of Spikes, Divine Sight, Invulnerability
, ...and when you crave total devastation, unleash
A Divine Fury! V Ik I
*
■HUb ^
SOUNDSOURCE
Windows 95 CD-IIOM
Coming In October
Sneak pejik www.tvnrollliegods.com
Developed by Dexterity Software
Go to #256 @ wvm.computergamtng.com/infolink
Works better. Plays better.
DIGIT
Microsoft® Windows® 98
which stands for Universal
name— all this USB thing i
to your computer. How eJ
00ti
00m
00^
0Vfk
0^4
ei99S Microsofi Coroorstion. All rights reserved. Uiciosoft. Whore do you want to go today?, Windows and the Windows
logo arc either regisloiod Iradeniaiks or trademarks of Microsolt Corporation in the United States and/or other countries.
peakers,
0
the stuff just
works. Like any good appliance.
fire up the new USB technology,
Bus. Now— forget about the
make it easy to connect things
ITS THE
VERSIO
Where do you want to go today?" mm-
microsott
www.microsoft.coniy|^i||||Q|y598/
The biggest sur-
prise at E3 didn't
come from the
show floor, but
from LucasArts'
secret meeting
suite. The most
popular Nazi-
busting hero of the big screen
{and the original tomb raider),
Indiana Jones, is returning for his
fourth LucasArts adventure, and
this time, he's coming back in full,
gorgeous 3D. INDIANA JONES AND
THE INFERNAL MACHINE will be the
fourth Indiana Jones title, but will
be a huge leap above traditional
LucasArts adventures. It will be
a 3D action-adventure, in the
same vein as, but technologically
beyond, TOMB RAIDER. You'll play
Indy and guide him through vari-
ous tombs and caverns.
In 1 947, as the Cold War is just
beginning, the Soviet Union sets
out to find an ancient machine in
the fabled Tower of Babel. If the
Soviets were to get their hands on
this machine, they could open a
gateway to another dimension,
called Aetherium, which is filled
with teeming, destructive energy.
As Indiana Jones, you have to stop
the Soviets. When you are first
summoned by your CIA friend,
Sophia Hapgood, you are told that
a Soviet scientist named Gennadi
Volodnikov has discovered how to
assemble the "infernal machine."
The parts for this machine, though.
are scattered throughout the
globe, including ancient Bablyon,
the Han Shan mountains,
Kazakhstan. andTeotihuacan.
Indy's job is to retrieve the pieces
from these, and other, locations
before the Soviets do.
The locations will be designed
with plenty of traps and challeng-
ing puzzles. And what Indy adven-
ture would be complete without
opponents to fight? There will be
combat, although at this point we
don't know the exact enemies
that Indy will face. He will have an
expansive repertoire of moves,
including swimming, jumping,
running, swinging, and climbing.
The weapons at his disposal in the
dangerous tombs, mines, and dun-
geons will include his trusty whip,
pistols, rifles, a bazooka, hand
grenades, and satchel charges. The
pieces of the Infernal Machine,
and several other unique items,
will also provide special powers.
Several action sequences that
cry classic Indiana Jones will also
appear in the game, such as
Whitewater rafting, an off-road
Jeep chase, and a rollercoaster
mine car ride.
With all this gameplay and a
wild Indiana Jones storyline to
nurture, Hal Barwood (creator of
previous INDY adventure games)
and his team at LucasArts are tak-
ing their time with this game. The
release date should be March or
April '99. — Elliott Chin
COMPUTER GAMING WORLD ■ AUGUST 1998
www.compulergamingxom
Where do you want to go today?'
www.mlcrosoft.com/windows98
01998 Microsoll Corporsljon, All ngnis reserved. Microsoft. Wiroro do you want to go loaay?, WirrOows aod the Wurdows logo arc citttcr registered trademarks or trademarks
of Microsoft Cofporaiion in the United Slates and/or other countries. Oihcr product and company names mentioned herein may be Ihe trademarks of their respective owners.
Get the great games and
products these partners
make, and you'll discover why
Windows 98 is the platform
for hardcore gaming.
Be care
forces a
to cajole
if necess
TOH
<4
Kl'MJSton' Logitech
Crecite the ultimate gaming
machine with Windows 98 and
plenty of Kingstoif memory.
Play to win. Play to rule,
Experience your games with
Logitech WingMan' Force’"' USB
Joystick. From subtle effects to
huge explosions, WingMan Force
delivers incredible realism.
GolIII
A hot new title for Windows 98.
Other games ready to roll are
Baseball 3D, Outwars'“ and
Monster Truck Madness' 2.
KLliCTRONlC ARTS'
The ADA70 Digital PowerCube
speakers feature streaming True
Digital Audio for crisp, clean and
clear multimedia excitement.
/R
ATI XPERT@Play 98 3D accelerator
offers the ultimate gaming
experience for Windows 98 with
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More speed, realism and power!
Choose Monster 3D II. Stealth II
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audio cards from Diamond, the
leader in Windows acceleration.
The world’s largest interactive
entertainment software company
with hit franchises such as
EA SPORTS, Need for Speed'”
and SimCity.’”
is making it easy for them.
With USB compatibility,
programmable buttons and
digital-optical technology.
Microsoft Sidewinder Precision
Pro joystick unleashes speed
and accuracy for every game.
Experience gaining on the
Internet like never before with
our 56K* Faxmodem! Compatible
with V.90 standard and x2™
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www.microsoft.com/wlndows98 iff
? NEWS FLASH
WarCraft
Adventures Is Dead
WARCRAFT
adventures: lord
OF THE CLANS iS offi-
cially dead! The adventure
game, which was being devel-
oped by a Russian art-house
owned by Blizzard's sister
company, Davidson, was slat-
ed for a summer 1 998 release.
After much internal discussion,
Blizzard decided to stop devel-
opment of the project.
Following an intensive
review of the game, the com-
pany determined that given the
game's current status and the
rapidly changing technology of the
industry, it would not be possible
to complete development of the
game within a reasonable time
frame. Blizzard stated that it was
an extremely difficult decision, but
said, "we firmly believe that we
cannot release a title that does
not meet the exceptionally high
standards that both we and our
customers expect from the
Blizzard label."
AMD Launches Ke-2
Formerly known as the K6
3D, the new K6-2 from AMD
is a SIMD (single instruction,
multiple data) chip (in 266MHz,
300MHz, and 333MHz speeds)
that will go by the 30Now brand
name, if this sounds too confusing,
just remember Uiis: The K6-2 uses
these new, 32-bit wide instructions
to speed up the types of mathe-
matical transforms needed to
accelerate 3D geometty-which
translates into faster games.
AMD expected about 20 games
to be K6-2-ready for the product
ship with the new K6-2 instruction
set. While we'll likely see systems
using the new instructions by this
summer, games using DirectX6
won't ship for a few more months.
The K6-2 has the same x87 float-
ing-point unit as the original K6,
so non-3DNow floating-point per-
formance will still lag Intel's
Pentium li.
The second — and more signifi-
cant— problem is software sup-
port. For K6 acceleration, games
will need to use the DirectXS light-
ing and transform engine, OpenGL,
or Glide APIs. Despite the number
of DirectX games, very few current
Direct3D games use Microsoft's
geometry engine — though this
may change with the streamlined
Oirectxe. It's also possible that
game programmers will wait until
Intel's own Katmai processor ships
next year.
USB, USB,
Everywhere USB
For over two years, USB has
held the promise of plug-
and-play game controllers
that are fully digital. Finally, at E3
this year. Logitech's upcoming
force feedback joystick will be a
USB device. Logitech is confident
that USB has the bandwidth to
handle the two-way data commu-
nications task between the game
and the controller.
Meanwhile, industry veteran CH
Products will be shipping a num-
ber of USB devices, including a
USB version of the Gamestick 14, a
wireless Gamestick 14, and a USB
hub. The wireless stick uses radio
frequencies to communicate with
the computer. The radio receiver
plugs into a low-speed USB port.
Recognizing the connection limita-
tions (most USB-equipped PCs only
have two USB ports), CH is also
developing a USB hub.
Microsoft has announced that
its freestyle gamepad will also be
available in a USB version. The com-
pany was also showing USB speak-
ers at its booth — no sound card
required. The digital audio stream
from the PC is shipped directly
down the USB bus to the speakers.
All this is good news for gamers.
Fully digital devices don't require
calibration, the CPU load will be
announcement in late June. Initial
CPUs will clock at 300MHz and
will support the lOOMHz system
bus in the "Super-7" motherboard
architecture.
Cyrix has indicated a strong
interest in AMD's technology, and
it's likely that IDT's C6+ CPU will
we began to see some promising
developments on that front.
ThrustMaster has long been
shipping a USB version of the Top
Gun, but the company will be soon
add a USB version of the Rage 3D
gamepad and a USB steering
wheel to their product line, later
much lower, and multiple con-
trollers can remain attached, either
by daisy chaining or through a hub.
The one caveat is that for best sup-
port you'll need Windows 98 and
DirectX 6. Both should be available
by the fall, when most of these con-
trollers will be out.
\P t P E L 1 lU E\
Age of Empires II Microsoft
Q1 '99
Alien vs. Predator Fox
Q4 '98
Asheron's Call Turbine/Miaosolt
Q4 '98
Battle of Britain 1940 TalonSoft
Q4'98
Birth of the Federation MicroProse
Q4 '98
Blackstone Chronicles tegend/SSI
04 '98
Caesar 3 Sierra
Q3'98
Combat Flight Simulator Microsoft
Q4 '98
Creatures II Mfndscape
Q4 '98
Daikatana Ion Stomi/Eidos
Q3 '98
Dark Vengeance GT Interactive
Q4'98
Descent 111 Interplay
Q4 '98
Diablo II Blizzard
02 '99
Drakan Psygnosis
Q1 '99
Duke Forever Apogee/3D Realms
Q4 '98
European Air War MicroProse
04 '98
F-22 Total Air War DID
03 '98
Falcon 4.0 MicroProse
04 '98
Fallout 2 Interplay
04 '98
Fighter Duel 2 Ocean
02 '99
Fighter Legends Jane's/EA
Q3'98
Fighting Steel SSI
03 '98
Final Countdown Impact
Q1 '99
Flanker 2.0 SSI
04 '98
Freedom in the Galaxy Avalon Hill
Q1 '99
Gabriel Knight 3 Sierra
Q4 '98
Game of Life Hasbro
04 '98
Grim Fandango LucasArts
Q4'98
Guadalcanal Avalon Hill
03 '98
Gubble 2Actual Entertainment
03 '98
Harpoon 4 SSI
02 '99
Heretic II Rav«VActivlsjon
04 '98
Homeworld Sierra
04 '98
King's Quest: Mask of Eternity Sierra
Q4'98
Klingon Honor Guard MicroProse
04 '98
Knockout Kings EA Sports
01 '99
Jagged Alliance 2 Sir-Tech
Q4 '98
LAPD 2100 AD EA
01 '99
Luftwaffe SSI
04 '98
Madden 99 EA Sports
03 '99
MechWarrior III MicroProse
01 ‘99
Messiah Shiny/lniegslay
04 '98
NASCAR Racing 3 Sierra Sports
04 '98
National Hockey Night ESPN Digital
Q4'98
Omikron Eidos
Q1 '99
Prince of Persia 3D Red Orb
Q1 '99
Quest for Glory V Sierra
04 '98
Reach for the Stars 11 MIcrosoft/SSG
Q2'99
Return Fire 2 MGM
03 '98
Return to Krondor Sierra
04 '98
Revenant Eidos
Qt '99
Revolution FenrisWo!l/GT Interactive
03 '98
Screamer 3 Virgin
03 '98
Screamin' Demons Activision
Q4 '98
Secret of Vulcan Fury Interplay
02 '99
Sid Meier's Alpha Centaur! Firaxis/EA
03 '98
Smart Games Challenge 3 SQHasbto
04 '98
Space Bunnies Must Die! Ripcord
03 '98
Squad Leader BigTinrelAvalon Hill
01 '99
StarCon Accolade
Q4 '98
Starship Troopers MicroProse
Q4 '98
Sword & Sorcery Virgin
04 '99
Tiger Woods '99 EA Sports
03 '99
Tomorrow Never Dies MGM
04 ‘98
Ultima Ascension Orlgin/EA
04 '98
Warhammer 40K: Chaos Gate SSI
03 '98
WarTorn Impact Interacive
03 '98
Wings of Destiny Psygnosis
QI '99
Wizardry VIII Sir-Tech
Q3 '98
You Don't Know Jack 4 Berkeley
04 '98
COMPUTER GAMING WORLD ■ AUGUST 199B
^.computergiiming.<
H) >=- )=( >1 CS 8
It’S either a kick-ass epic adventure
or your classic love story,
depending on your aim.
(T)ai:)Y coooe here to seek scili)atiof)
Others, to seek the fellowship
of the c Of) q req Qtior) .
Voti, YOiJc're jtist CQsir)q the joipt.
\
. .
^ ' 'f. .1,
W')eQk of! to (jL)(JL)(JL).eidosit)teroclii)e.coa)
LOOKING GLASS
Thiet; The Dark Proiecl and the Looking Glass logo are trademarks of Looking Glass Sludios. ©1997-1998 Looking Glass Studios. Eidos Inleractive is a iradeinatk ot Eidos pic. © 1998 Eidos. All fiiglils Reserved.
Go to #116 @ www.computergaining.com/infolink
WWW.EIDOSINTERACTIVE.COM
Play D0MINI0N„with up to eight others orlire at
www.eid0s9ames.com with MPlayer technology.
trp’iyiBj
TOMB RAIDER. TOMB RAIDER II, TOMB RAIDER COLD and
LARA CROFT ate Irademadis ol Cote Design. O 1996 • 1998 Core.
FIDOS INTERACTIVE tea itadematk ol Ekios. Pic. O 1938 Ekios.
w
www.tombrajcler.com
There are novN
three Tomb Raider
products to choose
from in the ever
grooving list of Lara
Croft's adventures.
Go to #111 @ www.computergaming.com/infolink
What are you
v\aiting for?
See all that
: Lara has to offer.
^ .. Complete your
collection today.
Only EIDOS briNgs yOu tUE most
iNNOvatiVE ONd cKayLENgiNq gaMES
( THl^r
.1 N T E R A%C T I V E
4 ■
’• . ' '!'■ -V. r : 'v- .
r ^
-
'■'^' •• I
r.-^ -V
lip M kl k
www.eidoj^nteractive.com
Final Fonlaay VII 0 1998 Square Co.. Lid. All tighls tesotvod, Fmol Funl.itiy .iml Si|tiiituSoM aio toinsli-tiid luuloinatka ot Squnio Co., Lld.'ION STORM. DAIKATANA. HIRO MIYAMOTO, SUPERFLY JOHNSON and MIKIKO
ESIHARA names and logos aie IradematKsol Ion Stonn. L.P. All iighlii rosuivud. v! 11)98 Ion Stoiin. L.P. Tliiol: llio Djik Piojoul nnd tlia locking Glass logo oie Imdemarks of Looking Glass Studios. 0 1998 Looking Glass
Studios. Tamd Raider III and Lara Cioll are Imdemaiks ol Cure Duslqii.y;i 11)97-1998 Ctiru. Elilos InU'iiutllvn, Rovoniini. niul Ornlkion nio Irademarks Of Eldos. Pic. 0 1997-1998 Eidos.
Go to #115 @ www.computergaming.com/infolink
itual F
-feavy
ame"^
■ he 1981 cult classic Weai/y/Wefa/ will
come roaring back to life next year with
the release of a movie sequel and com-
puter game, both entitled Heavy Metal:
F.A.K.K.2. Dallas-based Ritual
Entertainment nailed the rights to develop the PC
game, which is scheduled to coincide with the
movie release in late summer '99. The company
obtained the license for F.A.K.K.2 (Federation
Assigned Ketogenic Kilizone) from Kevin Eastman,
who created the original movie and is working on
the sequel. Ritual, best known for its award-
winning 1 997 game QUAKE MISSION PACK #1 :
SCOURGE OF ARMAGON, is close to completion of
its second game, the 3D action shooter SIN.
The F.A.K.K.2 film will be one long story, as
opposed to the 1 1 animated sequences in Heavy
Metal. British artist Simon Bisley will once again
create the outlandish character art. Ritual's agree-
ment provides for full use of all of the film's artwork as
well as the movie's soundtrack. The storyline behind
Ritual's game picks up about two and one-half years
after the movie sequel leaves off.
The new game was supposed to be based on a next-
generation, 3D "Uber Engine" capable of ''pxtrernely. .
detailed indoor. and butdopr surfeceTendefingSiand set-
tings," according to Rittial. However,:witH the loss pf;two'
key programmers, Ritual has opted to' license an existing
3D engine, most likely that of QUAKE II or UNREAL.
Ritual Co-founder Robert Atkins says Eastman has
given Ritual "carte blanche to add our own slant to the
already twisted Heavy Metal universe. We really have
been given a special opportunity to create something
unique and entertaining."
Heavy Metal, released in 1981, featured animated
stones with a dri-
ving rock sound-
track from Black
9 Sabbath, Blue
Oyster Cult, Cheap
Sammy Hagar.The
movie earned more
than $20 million at
the box office and
•iV sold over a million
*0 • copies on video.
■ — Ken Brown
CCW Survey.
Last Month Months on Chart
1. Age of Empires (Microsoft) 2 3
2. Quake II (id Software/Activision) 1 3
3. Diablo (Blizzard/CUC) 7 15
4. Fallout (Interplay) 8 4
5. Rebellion (LucasArts) - 1
6. Heroes II: POL (New World Computing) - 7
7. Jedi Knight (LucasArts) 3 5
8. Quake (id Software) - 17
9. Panzer General 2 (SSI) 9 4
9. Hellfire (Sierra/Cendant) - 2
9. Battlezone (Activision) - 1
9. Red Alert (Westwood) - 14
9. Civ II: Fantastic Worlds (MicroProse) - 1
' Check your mailbox: We mail a survey to 1,500 randomly chosen subscribers each month. The
results of Playing Lately indicate what games readers are blowing the most time on, as opposed to
the readers' overall “quality ranking" in the Top 100.
Last Month
1. StarCraft (Blizzard/Cendant Software) 3
2. Deer Hunter (GT Interactive) 1
3. Titanic: Adventure out of Time CyberflIx 2
4. Cabela's Big Game Hunter (Head Games) 7
5. Myst (RedOrb) 4
6. Rebeilion (LucasArts) 5
7. Tomb Raider Gold (Eidos)
8. NASCAR II (Sieira/Cendant )
9. Quake II (id/Activision) 8
10. Flight Simulator 98 (Microsoft) 6
** This list indicates what the top-selling PC games were, as
calculated by PC Data, for April, 1998.
I
COMPUTER GAMING WORLD » AUGUST 199B
v.computergamlng.c
I>REAJMfWfc«KKS
EsrrERAcrrrvE
"THK MOST ADVANCED TECHNOLOGY WE’VE EVER SEEN IN A PC GAMING TITLE!" . COMPL/TER GAMISG WORLD
isR
" T
JJ4YE
YOU ARE ALONE, WASHED ASHORE ON INGEN'S REMOTE RESEARCH ISLAND,
SITE B, IN THE AFTERMATH OF THE LOST WORLD EXPEDITION. BEFORE
YOU LIES A DENSE, TROPICAL JUNGLE FILLED WITH PREHISTORIC
CARNIVORES THAT ARE VERY MUCH ALIVE. YOUR ONLY CHANCE OF
SURVIVAL IS TO USE YOUR WITS TO BATTLE THE RELENTLESS WILD-
LIFE WITH ANYTHING YOU CAN GET YOUR HANDS ON.
THE EVOLUTION OF 1ST PERSON 3-D GAMING
W W W. y K E -S I' A S S K K . C C) .\l
AS usual, E3 had its high points and its low points.
Forcing yourself to crawl out of bed for a 7 a.m.
breakfast meeting after a night of drinking, dancing,
and general debauchery, for example, was one of the
less popular activities. But it was a necessity if one
wanted to make the most of the short amount of time we had at
the show. This year, we kept our eyes peeled during ail the events
at that enormous extravaganza of entertainment. We've told you
about the best and worst games of the show. Now, here's CGWs
take on the best and worse of everything. — Charlotte Panther
Best Booth Babe(s):
The VIGILANCE Girls
After Eidos' set the
precedence last year by
having a real live Lara
Croft-alike strolling
around its booth, this
year, you were nobody
unless you had a booth
babe or two. Alison
Huxter, the star of
SPACE BUNNIES MUST
DIE was shaking it
down at the Ripcord
booth; Acclaim had the
FORSAKEN girl on show;
and Lara was back
again, putting the
moves on a new bunch
of goo-goo-eyed geeks.
Our vote, though, goes
to SegaSoft and the
VIGILANCE Girls.
Sporting tight blue and
black vinyl outfights,
these models really did
look like Vigilance
stars Nikki, Amy, and
company.
Best Game Name; Wargasm
Digital Image Design's new bat-
tlefield strategy/simulation
game sports a name that
promises the peak of fun. Even
better, though, is the moniker
for the multiplayer mode:
Multiple Wargasm. We're not
making this up.
Best Use of a Celebrity to
Promote a Game: Gillian
Anderson Although the celebs at
this year's show includ-
ed former NFL
MVP Brett ■ ^
Favre, New ^
York mayor ...
Ed Koch,
Sugar Ray
Leonard, Oscar
De La Hoya, and
best-selling novelist
Douglas Adams, none
drew a larger crowd than
the X-Fi!e^ babealicious
Gillian Anderson.
Best Booth Beefcake:
Duke Nukem This guy looked so
much like the computer
game character it was
scary.
Most Obvious Rip-
off; TARTAN ARMY
MYTH meets
Braveheart. Just don't
ask them what they've
got on under their
kilts.
Most Disturbing Game; THRILL
KILL Want to see a guy ripping his
opponent's arms out and beating
him to death with them? How
about watching a three foot, stilt-
wearing devil crush his opponent
with the ends of his stilts or a can-
nibal who enjoys chewing on his
victims body parts. And you don't
even want to know what the Dom-
inatrix does with her whip. . .or
may be you do. . .you sick puppy.
Worst Timing for a Press
Event; Ripcord Journalists were
invited to a small, intimate press
event held by Ripcord to promote
their upcoming game, SPACE
BUNNIES MUST DIE. Unfortunately, it
clashed with another little bash —
the Sony party, where Foo Rghters
topped the bill.
Most Inhumane Chachka:
Rabbit's Foot Key Chain
Ripcord gave away
what it thought
were fake rab-
bits' feet key
chains to
promote its
upcoming
game, SPACE
BUNNIES MUST
DIE. It turned out —
much to Ripcord's dismay — that
the faux feet were actually real,
and earth bunnies did, in fact, die
for these tasteless talons.
Bargain of the
Show:
Sega
Rumor has i
it that after Y
Sony paid hun-
dreds of thousands of
dollars for Foo Fighters to play
at their party, the band then went
on to the Sega party, where they
played to an intimate crowd of
about 1 50 people for free.
Best Chachka: Tomb Raider
Watch There were all sorts
of weird and wonderful
things being given away at
the show but our favorite
was the Lara Croft watch,
given to those who attended
the Eidos party.
Best Party: Eidos
Nintendo had the B-52s, Sony had
Foo Fighters but among our hip
young staff, Eidos won, with the
semi-charmed Third Eye Blind
opening for San Francisco's '70s
tribute band Grooveline.
Worst Party: Imagine
Why? We weren't invited!
Worst Chachka: The CGW
Shiny, Wavy Thing Nick-named
the Shiny Butt Probe, nobody real-
ly knew what they were supposed
to do with this useless chachka,
but Stephan Jenkins, the lead
singer of Third Eye Blind, was
said to be waving his
about wildly at the
Eidos party.
A
COMPUTER GAMING WORLD » AUGUST 1998
w.compulergaming.com
(Because we’re not always going to be there to hold your trembling, sweaty little hand.)
Be warned: this is technology with
a real “punch-you-in-the*
gut-while-you’re-not-looking”
brand of sensitivity.
There’s never been anything like Intensor, So
in order to survive it, you need to understand
a few things. Like to begin with, you need to
know what a Sensory Gaming Experience is,
It’s complete immersion. It's intense tactile
feedback. It’s being able to see, hear and feel
the game you’re playing like never before. All
you have to do is hook it up to the audio jack
of any system, play any game and hold on.
You may also want to say a little prayer.
Fig. 1. A breakdown of what you're up against.
it
ITEM ^
]
Lcfi2" Mid-range Dircciional
2
Right 2" Mid-range Dircciional
3
3.25" Center Mid-range
4
5.25" Low Frequency Taciile Driver
5
High-range Twccler
6
Sound Volume
7
Tactile Inten.sity
8
niectronics Unit
9
Heavy Duly Single Cord Connector
10
Optional Oliice Chair Base
tl
Optional Subwoofer
12
Headphone Jack
PART TWO
Remember, in this chair
no one can hear you scream.
Not everyone will have what it takes to
handle Intensor's patented audio system.
After all, we’re talking 5 high-performance
built-in speakers with 108dB output.
Technically speaking, that means it's really
loud. So for the neighbors’ sake, you may
want to use the headphone jack — which you
can do without losing any tactile feedback.
But keep in mind — if your ears start bleeding,
you should probably turn the thing down.
Fig. 2. At 19 pounds. Intensor is destj^ined
for quick evacuation in the event things
get ugly. (Shaky hands will appreciate the
built-in molded carrying handle.)
PART THREE
Ducking, dodging, whimpering
and other useful gaming skills
you might want to perfect.
Be advised. With intensor, you'll not only
hear your games like never before, you’ll
also feel them. In your back. In your legs.
You’ll feel sensations in places you never
even knew you had. Which means every
engine rev, every explosion, every kick will
seem more real than you may want it to. So
it’s important to note that under this type of
extreme duress, screaming in high-pitched
tones for one's mommy is quite commoa
FȴWIWIIi^
Kidney Punch Crushed By Falling Piano Torn Apart By Wild Dogs Inlansor
Fig. 4. Artist’s conception of Sensory
Gaming's effect on the human heart.
Those with heart conditions should
proceed at their own risk.
Fig. 5. Note: Players attempting to
negotiate Intensor on anything
less than a good, stiff spine may be
reduced to a vegetative state.
PART FOUR
Any game. Any system.
Any medium. After this, nothing
will ever be the same.
From movies and CDs to all your favorite
games, Intensor isn’t just compatible with
your current system, it actually transforms
it. It may also do the same to you. Once
you take a seat, there's a new awareness.
And there’s no going back. It’s the gaming
version of the thousand-yard stare. You’ll
recognize it in others who’ve “been there!’
Seek them out.Talk to them.This therapeutic
approach can help preserve your sanity.
Fig. 6. fnrensor has been known to induce shock. In
such cases, place victim flat on back, elevate legs S to 12
inches and call for help. (If victim begins vomiting,
place him or her on one side to allow fluid drainage.)
In the event ofnervoii.^
hreakdowii. .seek help at
www.intensor.com
A.s.suitiing you’ve read
this carefully, proceed to yoiir
favorite gaituiig retailer.
YOUR BEST SOURCE FOR THE HOTTEST GAMES IN DEVELOPMENT
Thief: The Dark Project
Lurk in the Shadows in Looking Glass'
Return to First-Person Gaming
by Thierry Nguyen
The classics of 3D action
gaming include such
luminaries as DOOM,
WOLFENSTEIN 3D, DUKE
NUKEM 3D, and QUAKE.
Almost never mentioned,
but arguably as influen-
tial, are some of the
games from Looking Glass. These
days Looking Glass is far better
known for the gorgeous FLIGHT
UNLIMITED series, but the com-
pany defined the first-person RPG
with the ULTIMA UNDERWORLD
series, and it created the first true
3D environments with the
action/adventure SYSTEM SHOCK in
1994. Now, Looking Glass is itch-
ing to return to the first-person
action genre — and return in style,
For its next game, THIEF: THE DARK
PROJECT, "lurking" will be the key
to success.
Strangers in the Night
THIEF: THE DARK PROJECT takes
place in a universe where steam
engines reign, yet magic still lives.
Hence, this world isn't the usual
"medieval fantasy" fare that
adventure gamers are used to.
and lurk in the shadows.
Looking Glass wanted to break
away from that traditional mold,
but wanted to keep elements of
fantasy to enliven its gameworld,
The game casts you as Garrett,
a professional thief, and pre-
sents some 16 different
"missions," most of
which require
you to
rob
from some local baron
for a shady employer. In the
first few missions, you burglarize
various mansions and keeps until
word reaches you that your fence
(the man who's been your mission
contact) has been captured by a
religious order of lawmen. You
then have to break him out of jail.
At this point, the plot thickens.
The shady employer who has been
using you reveals himself. He asks
you to steal a powerful artifact
from the selfsame religious order
that imprisoned your fence. During
the course of this conversation,
it's shown that your employer,
"Constantine," is essentially the
Devil. Once you retrieve the
object, you realize that you've
done the Devil's dirty work and
have helped him unleash his
unholy minions on the world. Now
it's time for you to atone for that
tiny mistake.
THIEF features a highly stylized,
post-industrial Revolution look,
with cut-scenes that enhance the
design. Looking Glass has opted
to use two-dimensional, hand-
drawn storyboard-style stills, com-
plete with voiceovers, for the mis-
sion "briefings." While it sounds
unspectacular on paper, it proves
markedly different when viewed
onscreen. We watched the scene
GENRE: Action-Adventure
RELEASE DATE; Q3 '98
DEVELOPER: Looking Glass
Technologies
PUBLISHER; Eidos
in which Constantine gives you
the key mission, and the fades,
shifting images, lighting, and
voice-acting creates a sequence of
cinematic quality. The Looking
Glass artists who developed these
cut-scenes have drawn inspiration
from such stylized and innovative
films as Brazil. The City of Lost
Children, and Dark City.
MENAGE A TROIS
SPEAK OF THE DEVIL
GOTHIC GOTHAM
The enemy Al will often call out
for assistance once someone has
spotted you.
Late in the game, Constantine reveals
himself to be more than human, and
unleashes his unholy minions upon you.
The architecture reflects THIEF'S Industrial
Age look, although plenty of fantasy
elements spice up the atmosphere.
COMPUTER GAMING WORLD ♦ AUGUST 1998
if.computergaming.c
. ■ _
^ 1 ..
a'
w**' . ■ 'I '
u
-- -
RAGE AGAiNST THE MACHINE THIEF'S setting aiiows the game to
use puzzles that incorporate steam engine-era machinery.
MANO'A'MANO The emphasis
in THIEF is on sneaky, one-on-
one combat with melee
being a last resort (unless
you're stabbing someone in
the back).
Lurking in the
Shadows Unknown
Okay, so the plot and atmos-
phere are immersive, but what
about the actual game? You won't
be disappointed. Looking Glass is
going for a faster-paced game
than SYSTEM SHOCK. THIEF'S claim
to fame will be its premise. You
play a thief, and as such you'll
often skulk through levels back-
stabbing and evading enemies,
rather than running in with cross-
bows at the ready.
The engine is Looking Glass's
own, and has standard features
such as 3D acceleration, high
color usage, and dynamic lighting.
Due to the nature of the game,
there won't be many outdoor
environments; the action generally
takes place in dosed spaces. The
most open environments that
you'll get are town streets. The
beginning levels will features lots
of mansions and houses; in later
missions you'll explore prisons,
mills, garrisons, and a temple.
While the game engine doesn't
sound particularly special, the
gameplay itself will make Thief
unique. As a thief, you've mas-
tered the art of hiding in the
shadows, attacking from behind,
and sniping from afar. As a conse-
quence, your fighting ability isn't
as hardy as, say, that of a QUAKE
marine. You enter into direct com-
bat only as a last resort, and
Looking Glass intends that you
sneak past most obstacles, or at
least kill stealthily, one man at a
time. Your two main weapons are
a sword for melee attacks and a
bow for ranged fire. The bow at
first fires normal arrows, and if
you score a shot to the neck from
behind, you'll net an instant kill.
Later, you can get fire arrows or
water arrows that douse torches.
To sneak around, you have to
avoid both visual and aural detec-
tion. As Garrett, when you hide in
the shadows, you effectively
become invisible (like the Assassin
in HEXEN II). Your footsteps are
also quieter when you walk (run-
ning will make lots of noise). The
type of surface you walk on will
affect the level of noise you make,
which can present a dilemma: Do
you stay in the dark stone corridor
and risk making more noise, or do
you walk on the soft carpet and
hope that you don't get seen?
The enemies in the beginning
of the game range from normal
guards to religious zealots. When
Constantine acquires the artifact,
the enemies become beasts from
the Devil's realm. Looking Glass is
determined to make memorable
hellbeasts, rather than the usual
tired, fantasy fare.
The Al in THIEF looks good.
Looking Glass really does a nice
job of handling guard duty. The
guards patrol the halls, and if you
make too much noise, they will
pause and look for the source of
the noise. If they spot you, they
will chase you unless you go back
into hiding. Guards might even
shout to each other to converge
on you if you make your presence
known. If you manage to duck
back into the shadows, these
guards wili just assume that they
are seeing things and ignore you.
We saw only the guards in action,
so we can't give details about the
Al of other enemies.
The Walls Have Ears
The missions in THIEF will place
great emphasis on puzzle solving,
as in previous Looking Glass
games. One vastly important skill
that you have is the ability to
eavesdrop on the guards. Many of
the hints for solving puzzles and
getting through the plot are
revealed in conversations that you
must overhear. When you are
going to rescue your fence, for
example, you'll need to eavesdrop
on two bored guards, who will
reveal where he is kept and exact-
ly how many guards are watching
him. Looking Glass hopes to cre-
ate a game in which you really
have to stop, think, and listen to
what is going on around you.
Scattered about the levels,
you'll find many plot-related
books — both to flesh out the
game's atmosphere and to pro-
vide supplementary hints for some
of the puzzles. However, these ele-
ments are strictly enhancements:
Looking Glass assured us that the
gamer will never be required to
read a book, and that every puzzle
and level can be completed with-
out doing so. At every opportunity.
Looking Glass emphasized that
this is not a QUAKE clone. The
design team even thinks of this
title as a role-playing game. There
are no stats, but you role-play a
thief This won't be some action-
intensive game with a high body
count, in fact. Looking Glass is
designing the game so that, if
played right, you can finish with-
out killing a single person.
From the looks of it, Looking
Glass's THIEF has the potential to
be another solid action-adventure
game. While the technical features
may not blow away the competi-
tion, the atmosphere and the
gameplay will make this one
stand alone. In a genre dorninated
by intense combat with guns or
spells, it's refreshing to see a
developer take the time to create
a game that emphasizes stealth
over a quick trigger finger. K'i'.'l
TWO-FACED LIAR Much of your time in THIEF will be spent lurking
in dark iocales such as this crypt
/.computergaming.t
COMPUTER GAMING WORLD » AUGUST 199B
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Warhammer 40,000: Chaos Cate
CHAOS GATE Strives to Be the fiesf PC Warhammer Game Yet
by Sam Baker
If you're getting a little tired
of real-time strategy games,
SSI's latest may provide
some relief. WARHAMMER
40,000: CHAOS GATE is a
turn-based tactical game set
in the dark, brooding, futur-
istic universe created by
Games Workshop. In the 18-mis-
sion campaign you lead the
Ultramarines through a series of
battles with the dreaded Chaos
Marines and their demonic over-
lords. CHAOS GATE has a com-
pletely new engine, which SSI
developed to address the short-
comings of SOLDIERS AT WAR (see
our SOLDIERS review on page 216).
Rhinos on the Prowl
In CHAOS GATE, you'll find plen-
ty of types of space marines to
whet your sci-fi soldier appetite. In
addition to the expected assault
troopers, devastator squads, and
terminators, SSI also includes
some special marines: librarians,
captains, apothecaries, and tech
marines. The game doesn't
skimp on the tanks, either,
providing Rhino APCs,
Predator Tanks, land speed-
ers, and the dreadnought
suits that were absent from
FINAL LIBERATION. And while
CHAOS Gate's vehicular com-
bat bears more than a pass-
ing resemblance to X-COM's,
in CHAOS GATE, you have the
added benefit of being able to
use the Rhino to transport
troops on the map.
As one might expect from a
company with SSI's rich strategy/
The Cult of Chaos
In true War/iammer fashion,
CHAOS GATE has quite the assort-
ment of bad guys with bizarre
names: the Khorne Berzerkers, the
Chaos Terminators, the Chaos
Cultists, and the dreaded
Word Bearer Chaos
Marines (which sounds
like my editor near a
deadline). There are six
different Chaos Demons
represented, including
the Pink Horrors, which,
when shot, split into two
Blue Horrors. Some foes
are more subdued; the
Chaos Lords, for exam-
ple, are the equivalent of
Ultramarine specialists.
Unlike a lot of paper/
miniatures-to-computer conver-
sions, SSI's game does a good job
of staying faithful to the original
concepts. The biggest depar-
ture from the official
Warhammer 40,000
rules is that you
employ 5-man
squads rather
than 10-man
squads; this
actually
speeds up
play during
each of
wargame heritage, just about
every high-tech toy from the
Warhammer 40,000 universe finds
its way into the computer game:
37 space marine weapons (plus
several more exclusive to the
Chaos forces), 10 different
grenades, and 25 Psyker and
Chaos spells. For those who like to
get up close and personal, there
are numerous melee weapons,
such as the chainsword, power
fist, and force ax. SSI has even
added the special Terminator
power shield and force ax
combination.
the missions and grants you more
tactical flexibility.
Each marine has 10 different
skills that will improve if he sur-
vives each mission: action points,
health, armor, ballistic skill,
weapon skill, strength, toughness,
initiative, number of attacks, and
leadership. SSI diverges from the
Warhammer 40,000 h\h\e by mak-
ing these skills percentages rather
than the mostly single-digit values
used in the tabletop game, so that
there is more room for improve-
ment. The penalties for leaving the
command radius of leaders are
less severe as well: In CHAOS
GATE, marines who are "out of
contact" don't receive the action
point bonus from their leader.
A marine's every action uses
action points (APs), and when
these run out, that marine's turn is
over. Marines may be placed in
overwatch by clicking on a button,
in that mode, the marine will
reserve enough APs to be able to
take a normal shot at the end of
Warhammer 40,000:
Chaos Cate
GENRE: Turn-based Strategy
RELEASE DATE: Q3 '93
DEVELOPER: Random Games
PUBLISHER: SSI
COMPUTER CAMINO WORLD • AUGUST 1998
I'VE DESTROVED BUILDINGS IN MV WAY.
!r I AM ONE WITH THE CROSSHAIRS
RLUnooappno
I AM A FORCE TO BE RECKONED WITH
I’VETELEPORTED INTO MY SATELLITE.
I'VE DRIVEN MY VEHICLES LIKE A MANIAC.
ITORCHEDATAERKAST BIPLANE
his movement, similar to the snap-
shot rule from X-COM.
Marines can run, walk, crouch,
drop, toggle a switch, search, use
psyker powers, or use jump packs.
They won’t go prone, however.
Says Senior Producer Scott Evans,
"Space marines don't crawl. These
are in-your-face kind of guys. Their
job is to die for the emperor."
There also won't be any of
those "last alien in the lavatory"
sort of bug hunts, either, according
to Evans; "We aren't placing any-
body off in a corner. Chaos
Marines are in-your-face guys, too.
They're going to come after you,
not be off hiding somewhere. For
those times when you have to
find the last guy, you can drag
select as many marines as you
want and tell them to go there
and they'll keep going until the
enemy is spotted, then they all
stop and you can react."
Every object in the game has
three states: perfect, damaged, or
destroyed. The damage value of
the weapon is compared to the
damage value of the object. If a
figure is standing on a catwalk,
that square may be immune to
damage. SSI hasn't made the deci-
sion yet on whether or not to do
falling figure animation and dam-
age routines.
My Old Kit Bag
Once you equip a marine, he
keeps his kit, so you won't have
to fiddle with a marine's loadout
once it is set. The interface is easy
to understand for X-COM veter-
ans. Even without a manual, I was
fragging critters in no time.
Melee combat is subject to ini-
tiative. However, even units that
have used up all of their action
points have a certain number of
hacks remaining for close combat,
so you can't run
up to a Lord of
Chaos with a
lone regular
marine and
expect to be
standing when
your turn comes
to strike.
Instead, the
more marines
you bring into
contact with the
enemy soldier,
the more dam-
age they'll do by
0^
'j
( • •«. . f
‘ i V-
■ ^ - I
•••
***’•
■
X-COM NEVER LOOKED LIKE THIS The diversity
of terrain— especially when using the mission
editor — assures that things won't get dull.
overwhelming him and the more
likely your guys will survive.
Up to four players can partici-
pate as Chaos Marines or
Ultramarines over a network,
modem, or Internet connection.
The only campaign, however, is for
the Ultramarines. A full mission
editor is included with the game
as well as a complete encyclope-
dia that is accessible within the
game or mission editor.
In the mission editor, you can
create single- and multiplay
stand-alone scenarios, but not
campaigns (although you can edit
any mission in the game and save
it as a stand-alone scenario). The
editor lets you use any of the
graphics, units, or weapons that
are in the game. The editor
includes triggers and reactors
(similar to triggers, only tied to a
location). Triggers are placed with-
in a scenario by the designer and
trip when certain things happen.
For example, you might get a
Predator as reinforcement when
you've crossed/entered a particu-
lar square or on turn 10.
CHAOS GATE is Still pre-alpha,
but even in this early state, the
graphics, sounds, music, and inter-
face already create a dark, brood-
ing atmosphere totally different
from most of the me-too strategy
clones we've been subjected to
recently. If SSI keeps its focus, this
should be able to satisfy not only
the hard-core Warhammer 40,000
fanatics, but those seeking the
next X-COM as well.
Soldiers Specialty
One advantage that Qiaos Gate has over similar tactical sci-fi
games, such as X-COM, is the wide variety of soldier specialists.
I ^Tactical Squads Basic marines in powered armor, tiie regular
I troops. One man in the squad can carry a heavy weapon,
i Assault Squads Troops geared for dose combat They carry pis-
I tols and melee weapons. They have jetpacks to dose quickly with
i the enemy.
: >Oevastatof Squads The boys with die most toys. Two btiopers in
each squad can carry heavy weapons.
' Miemiinators They're easily wordi twice their number of normal
: marines. Each one is a veteran, and his skills show it Over twice the
armor of their nonnal brothers, all amied to the teeth with spedal-
ized weapons only they can bear.
^Capta^n The best of the best His high leadership makes all your
troops more effective and his multiple attacks make him deadly in
; close combat
I ^Apothecaries Trained in medical arts, tiiey can heal their brothers.
I >Librarians These use th«r powerful psychic powers to heal and
i protect their brother marines and scourge tiie forces of Chaos.
I ^Tech Marines Versed in the arcane arts of tedmology, they main-
; tain the machines of the empire.
i ^C3iaplains Like captains, they inspire dieir brothers to greater
! efforts by leading from the front
COMPUTER GAMING WORLD « AUGUST 1993
^.computergaming.c
I KNOW WHERE THE POWER STATIONS ARE,
Use your map to deploy your troops and jump
into any of IS different types of vehicles.
I KNOW WHICH SECTORS ARE SECURE.
Create your squadrons andiet their level of
aggressiveness to defend, attack, or raid.
Hey mastermind, you’re dead because you didn't get your hands dirty.
In Urban Assault,'” you have to battle on the frenzied front lines at the. same time
you’re strategizing the entire war. Of course, your years studying at military
school will come in handy, but to win, you better warm up that trigger finger.
Shoot your browser over to www.microsoft.com/games/urbanassault.
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The Operational Ait of War
Take High Command in Norm Koger's Magnum Opus
by Johnny Wilson
After the conclusion of "The War to End All
Wars," the brilliant French marshal
Ferdinand Foch is quoted as saying, "The
military mind always imagines that the next
war wili be on the same lines as the last.
That never has been the case and never will
be." I know of no better object lesson to
that truth than the myriad of theaters of
war presented in THE OPERATIONAL ART OF WAR
(TOAW).TOAW features army-level combat in which
the gamer assumes the role of theater commander. In
playing through the iist of scenarios, one realizes how
much the Allies' Sicilian Campaign requires a strategy
different from Operation Uranus (a 1942 attack by
Soviet forces against the Germans); sees how the
Arab-lsraeli conflict of 1 948 doesn't require the
maneuvering of an Operation Typhoon {the German
offensive against Moscow in 1941); and discovers that
the pitfalls of Korea with its
tremendously harsh terrain are
quite different from those of the
Fuida Gap (in a hypotheticai cam-
paign wherein new Warsaw Pact
forces attack Frankfurt in 1955,
but often played out with modern
forces by NATO troops in
'’Reforger" exercises).
To be sure, there are some con-
stants in every scenario. Victory
has a great affinity for those units
that have the highest readiness
ievei and the best equipment, and
are in supply. Victory also shows
SHIELDS OF DAVID The IDF plans an attack during the 1948 Arab-lsraeli campaign.
Some scenarios
will require clever
maneuvering replete
with engineering
tasks and repair of
rail lines. Others will
require vigiiant
defense via judicious
use of air and
artillery support.
affinity for those units that are
well-supported, both by artillery
and air support. Yet, Victory also
rewards those field commanders
who are nimble in maneuver,
quick to spot the strategic advan-
tage in the surrounding topog-
raphy, aware of the strengths and
weaknesses within their own
force, and able to exploit the
weakness of the enemy.
THE OPERATIONAL ART OF WAR
focuses on the latter challenges.
The scenarios refiect different eras,
campaigns, and probiems. Some
scenarios wiii require ciever
maneuvering replete with engi-
neering tasks and repair of rail
lines. Others will require vigilant
defense via judicious use of air
and artiilery support. You can drill
deep and number crunch by
examining the strengths of each
unit: against armor, against
infantry, against high-altitude air-
craft, against low-aititude air sup-
port, in pure defense posture, in
reconnaissance, while performing
The Operational Art of War
GENRE: Wargame
RELEASE DATE: Q2 '98
DEVELOPER: Norm Koger
PUBUSHER: TalonSoft
engineering tasks, while repairing
railroads, or while engaging in
artillery bombardment.
You handle gameplay via a
point-and-click interface on a two-
dimensional map. Generals move
units analogous to the typical
cardboard counters of board-
based wargames with standard
military symbology on the coun-
ters. Right-clicking on a unit opens
up a myriad of options (summa-
rized below) and allows you to
invoke attack or support plans.
Once the planning is accom-
plished, the computer resolves
attacks and displays the resolution
in a small window with 3D repre-
sentation of the attackers. Then,
shouid the attack have been sue-
cessfui, the "cardboard counters"
animate and retreat on the 2D
map. This is foilowed by detaiied
summaries of iosses for both sides
being displayed on the screen.
Generalisimo
Micromanager Is
Not Dead
Micromanaging gamers will
love the detailed lists that disclose
every available piece of war
materiei and repiacement unit.
Controi-oriented commanders wili
adore the "Plan an Attack" option
A COMPUTER GAMING WORLD ■ AUGUST 199B
j.computergaming.c
A M E 1^ 1 C A l] i |J N ' T GET TO !3 E T H E
ancord
Highly skilled and
expertly trained, the
U.S. Army Rangers
are the most revered
Intensely real, SpecOps: Rangers Lead the Way takes you from snowy
Korean forests to steamy South American jungles. Everything is
authentic, from uniforms and vehicles to the tandem Ranger “fireteams."
Everywhere you go, another Ranger goes with you, watching your hack,
following your commands, and trusting you with his life.
cncii
ortu 11^ o-
Bangers Lead the Wav
So let's go, soldier
Your country needs you.
Your COUNTRY,
Your HONOit,
Your TU«N.
www.ripcordgames.coni
YOUR OFFICE
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■ Competitive gameplav tor novice
thtongh hard-core plavers.
■ Powerlpl mission editor tor
endless reolasahillty.
©1998 3Dfx Interactive, Inc. The 3Dfx Interactive logo, Voodoo Graphics, Voodoo2 and Voodoo Rush are trademarks of 3Dfx Interactive, Inc. All rights reserved.
Spearhead Is a trademark and Interactive Magic Is a registered trademark of Interactive Magic, Inc. ©1 998 Interactive Magic, Inc. All rights reserved.
YOUR
ll's you, your tank, and the U.S. Army going tn war In tho hoat soaked deserts ot lUnlsIa.
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THE OPERATIONAL ART OF WAR
that lets you determine air,
artillery, and close support for
every encounter. Yet, more com-
mand-centered gamers will use
the "Group Move" option to
maneuver large groups of units in
an orderly fashion, as well as the
"All Units Attack" options in
which you must choose among
minimizing losses, limiting losses,
and going for important objectives
without considering the losses.
TOAW also reflects combat
realities in interesting ways.
Generals always want crack
troops in key positions. Yet, a gen-
eral doesn't really know the level
of competence and morale of
some troops until they have been
WARPAINT like Kog«^s Wargame Construction Krts for SSI, TOAW
will feabire a versatile editor for maps, units, and events.
a unit; Fortify a unit (a stronger
version of Entrench); assign a
unit to Taaical Reserve (where-
by reaction to enemy presence
is restricted to adjacent hexes);
deploy a unit as Local Reserve
(whereby reaction to enemy
presence occurs within the
radius of the unit's movement
allowance): attempt to
Reorganize (a modern version
of rallying the troops after
unsuccessful combat): Embark
(by boarding transports, trains,
ships, or planes); use air units
to support combat troops,
interdict enemy planes, or fly
superiority missions (ensure
that one's enemy is less likely
to be able to use air support);
or rely on standard Move and
Attack commands.
Not since Gary Grigsby's classic
PACIFIC WAR have we seen such
depth of detail in a computer
wargame. But the news gets bet-
ter. Every aspect of this game can
be edited. The maps can be edited
(or built from scratch), orders of
battle can be built or customized,
weather can be delineated, calen-
dar can be controlled, and special
events can be scheduled to trigger
at appropriate points.
A Code Named Ultra?
Naturally, it is difficult to pre-
dict the ultimate competence of
the artificial generals from pre-
release code. Yet, the early indica-
tors seem positive. It could be
either our imagination or wishful
thinking, but we've seen artificial
generals perform very smart
maneuvers to cut supply or wear
down fortified positions. This may
depend on the scenario, but it
seems to bode well for the playa-
bility of the game.
Whether the artificial oppo-
nents are the ultrafoe or not,
TalonSoft has built in the typical
two-person hotseat and play-by-
email options that will allow vet-
eran gamers to challenge real
intelligence as opposed to merely
facing the artificial kind.
One thing seems absolutely
certain: THE OPERATIONAL ART OF
WAR is Norm Koger's finest hour.
TOAW is the deepest and most
fascinating wargame he has yet
designed.
bloodied in battle. So, TOAW does
not assign a proficiency level until
a unit actually engages in battle.
The general has an estimated pro-
ficiency level, but the actual
results may vary up to 25 percent
of that estimate. Naturally, once a
unit has attained veteran status,
the competence of a unit is well-
known. Lose too many tanks and
replace the losses? The veteran
status may disappear to reflect
the untried troops being shuttled
into that unit.
Generals can know the level of
unit readiness at a glance. Fully
rested units have a readiness of
100 percent; exhausted troops, a
readiness of only 30 percent.
Since TOAW averages readiness
level with proficiency level in
order to obtain the quality of the
troops, detail-oriented gamers
(sometimes maligned as "control
freaks") will monitor unit readi-
ness and proficiency with assidu-
ousness. Other gamers will appre-
ciate the fact that this detail is
used in TOAW, but will probably
monitor the readiness/proficiency
levels only when deploying for
important battles.
Experienced gamers will also
appreciate the number of deploy-
ment orders available to TOAW
generals. One doesn't merely have
the option of assigning a unit to
Defend. Rather, one may: Entrench
/.computergaming.c
COMPUTER GAMING WORLD » AUGUST 1998
Hallucinate without
the hangover. ,
IMMUteifi
pnoouaioNc
Expand your mind.
Explore www.morpheu5game.com
New 3D Action/Adventure
<iamts Are Stealing Lara's Look but
- ' j
Adding Their Own Brand of Gameplay
Tomb Raider III
She's Back, and This Time It's a Real Sequel
by Charlotte Panther
When TOMB RAIDER first
made its appearance
almost two years ago,
gamers were totally
captivated, not only
with the game's luscious heroine,
Lara Croft, but also with the tech-
nology and gameplay. Core had
taken 3D technology — which had,
until that point, been primarily the
property of shoot-'em-ups — and
used it to enhance a completely
different game environment. TOMB
RAIDER was still fundamentally an
action game — Lara had guns and
wasn't afraid to use them — but
the gameplay went beyond testing
how fast your reflexes were. Here,
the emphasis was on adventure,
discovery, and problem-solving, if
you had to shoot a few enemies
along the way. well, so be it.
In TOMB RAIDER II, the game's
pace was speeded up somewhat,
but the engine and gameplay
showed little change. The one
noticeable difference was the
environment: TOMB RAIDER had
focused on dreary caverns and
dark grottoes; TOMB RAIDER II
allowed you to experience the out-
door wonders of places like Venice.
With TOMB RAIDER III in the
works, even the most ardent TOMB
RAIDER fans may be apt to some
skepticism (do the words "milking
it" spring to mind?). From what
we've seen so far, however, it
looks as though the evolution
from TOMB RAIDER II to TOMB
RAIDER III will be a far greater
leap than was the case with the
previous episode. Back in January,
Tomb Raider III
REIE«E DATiQ4'98-^'^ ''"
DEVaOPERlCore
PUBUSHER:£idos
STYLE: A classic Lara Croft adventure
wlth.loeofenvironmentstoexplore • ;
arid puzzles to s(te' • ' '
when I first heard that Lara would
be returning for a third perfor-
mance, the game was not planned
as a complete sequel — Eidos was
describing it as TOMB RAIDER 2.5,
which suggested that this would
be more like an add-on, not a new
game. So why the sudden decision
to bill it as TOMB RAIDER III? Are
there really enough changes to
justify a complete sequel?
Core Design certainly thinks so.
Adrian Smith, the director of
placed around the core of the
meteorite in the form of an altar,
have been stolen and scattered
throughout the world. Legend has
it that they hold the secret to
great powers; in fact, they actually
hold the most important discover-
ies in genetics and evolution since
80 percent of the engine, imple-
menting a much-improved dynam-
ic lighting system into the new
game. Fans will also notice that
there is less shooting in TOMB
RAIDER lii and a return to the
puzzle-solving of the first game.
Survival of
the Fittest
When planning the
TOMB RAIDER games,
the first thing the
WATER, WATER EVERYWHERE TOMB RAIDER III will feature greatly improved water effects with
more realistic splashing and better reflections.
design on TOMB RAIDER, admits
that TOMB RAIDER il wasn’t really
a new game. That won't be the
case with TOMB RAIDER III. With
new design team members aboard
for TOMB RAIDER III, there is no
shortage of ideas. The challenge
will be to incorporate all of these
new ideas, while maintaining the
feel of the original. Meanwhile,
the programmers have rewritten
members of the Core design team
decide is which exciting locations
they want Lara to visit. Once
that's settled, the writer has the
arduous task of writing a factually
correct storyline linking those
countries. This time, your mission
is to locate and piece together
four bits of a meteor that crashed
into Antarctica millions of years
ago. The four pieces, originally
Darwin's theory of evolution. On
your quest to find these pieces,
you'll visit the islands of the South
Pacific, tramp through the jungles
of India, delve into London's mys-
terious subculture, and explore
Nevada's infamous Area 51.
Once again, the game will have
15 levels, spread throughout these
locales, but TOMB RAIDER III
promises to be less linear than its
COMPUTER GAMING WORLD » AUGUST 1 998
i^.coniputprgjming.c
EiQilCeaQQQQIlQQ
predecessors, which will allow you
to play the levels in whatever
order you like. Your decisions will
not affect the overall outcome of
the game, but there will be advan-
tages and disadvantages to the
routes you choose. Some will be
more difficult than others, but will
reward you for your daring with
better weapons and flares. Core
hopes this subtle difference will
encourage gamers to replay lev-
els. The design team is also think-
ing about other ways to reward
gamers — you may get a bonus
depending on the number of save
games you use, for example.
Core's main focus, however, is
to enhance the game's special
effects to make the atmosphere of
TOMB RAIDER III completely
immersive. Where the previous
games sometimes felt sparse and
lonely. Core has really tried to fill
out the game environment: Birds
and bats will appear in front of
Lara as she walks down a path,
and leaves will blow around the
floor. The new lighting system
makes the game darker and more
mysterious than before, and light
and darkness will play a big part
in the puzzles. For example, there
will be transparent platforms that
can be seen only under the light
of a flare. You'll also discover that
some of the baddies are afraid of
the light. There will also be multi-
colored lighting this time, trans-
parency effects (including opaque
light beams and realistic shad-
ows), and improved water effects
with more realistic splashing and
better reflection. Weather effects
will include fog, rain, and snow (in
which Lara will leave footprints).
A new landscape system will offer
richer terrain detail. And Core
claims to have solved the clipping
problems that were apparent in
the first two TOMB RAIDER games.
Lara will encounter a host of
human characters — including a
band of mercenaries she can
either fight or join — as well as a
menagerie of animals. To improve
the enemy Al, Core recruited Tom
("Dr. Tom") Scutt, a specialist in
animal intelligence. Using Dr.
Tom's principles, Core will apply
pack behavior Al to both human
and animal enemies. Tigers will
now surround Lara before they
attack, rather than confronting her
head on. To beat the more effi-
cient pack tactics, Lara can shoot
the leader and disperse the rest of
the creatures. Similarly, when any
creatures hear a gunshot the first
time, they'll get scared. By the
second time, however, they'll be
used to it.
Run, Lara, Run
Enemies are well-hidden
throughout the game. Deadly pira-
nhas may lurk in the waters; long
grass may disguise venomous
snakes or other lethal critters; mis-
chievous monkeys may pop up at
any time to steal your weapons;
and quicksand traps can suck you
in at any second. Lara, as always,
is well-equipped to handle every
situation and has plenty of new
moves, including the ability to
strafe while swimming and push
down, barge, or kick through
some doors and scenery. She can
also do a hand-over-hand monkey
swing, a rope swing, and a duck-
and-roll action, all of which are
based around new puzzle ideas.
Finally, Lara can now do a speed-
dash — a timed sprint — so you can
expect a few time-based activities,
such as escaping from a rush of
oncoming boulders.
Core has incorporated more
vehicles into TOMB RAIDER III —
there's a different one in every
level, and all of them will be key
to the gameplay. For the most
part, they will be motorized (the
team had toyed with the idea of
putting Lara on horseback, but
decided against it). You can expect
to see an underwater propulsion
unit, a snow vehicle, and even a
i'.compulergaming.t
COMPUTER GAMING WORLD » AUGUST 1998
©1998 Electronics Arts. Electronic Arts is a trademark or registered trademark of Electronic Arts in the U.S. and/or other countries. All rights reserved.
Firaxis Games is a trademark of Firaxis Games, Inc.
ESRB
s I a m -e I
FIRAXIS
c ; /\ /v» I .s
ilCaEilOS^BEQBliQB
TURN ON THE LIGHTS Light and darkness
will play a big part in TOMB Raider Ill's
puzzles. This platform, for example, can be
seen only by the light of a flare.
DASHING THROUGH THE FOES New moves
will include a speed dash, a rope swing, a
monkey swing, and a duck-and^roll.
^ . •
S U: i.
[A 4 .
j
1 # # ‘ *’ • ' •'
J •
1 » - • s
ARMED FOR DEATH Along with her usual
Uzi, this time Lara will be packing a
Desert Eagle Pistol, a hand grenade, and a
rocket launcher.
canoe— which Lara will use to navigate
treacherous whitewater rapids — along
with the usual cars and jeeps.
Core considered implementing hand-
to-hand combat into the game, but it
would have required giving each of the
bad guys a combat animation sequence.
The space demands would have been so
high, that it would have meant cutting
out a weapon or some of the enemies.
Core decided it was not worth the trade-
off. Instead, Lara will be packing a Desert
Eagle pistol, a hand grenade, a rocket
launcher, and the latest Uzi model. Core
is still deciding on other weapons.
The
Ubiquitous
Lara Croft
She has graced the cover of mainstream
magazines like Time Digital, she accom-
panied the rock band U2 on Hs last world
tour, and, with the Tomb Raider movie on the
horizon, she'll soon be a star of the silver
screen. It may seem that Lara Croft is every*
where, but actually. Core and Eidos are very
careful about their starlet's public image. Since
the Lara phenomenon hit they have been
offered many merchandising deals— including
Lara Wraps Up
In case anybody was worried. Core
promises that Lara will not wear those
short-shorts when traveling through the
freezing snow. The design team plans to
keep her wardrobe sexy, but this time
they will take into consideration the vari-
ous climes she will have to endure.
And finally, the question that everyone
has been asking: Will TOMB RAIDER III
include network play? The answer is no,
and the reason, according to Adrian Smith
is because the designers "can't think of a
really good way of doing it." They've
received many suggestions from gamers,
including capture-the-flag, a two-player
race (whereby the first person to reach a
trap door would get points for opening
it), or having multiple Laras battling in a
very small arena. Core feels that it would
be impossible to institute any of these
ideas and still maintain the feel of the
game, partly because TOMB
RAIDER relies much more
on discovery than on
shooting. j
So, should we |
expect a TOMB RAIDER
IV? Core is confident
that the game is com-
pelling enough to keep
people coming back for
more. As long as the TOMB
RAiDER team can maintain
the feel of the original, and at
the same time keep suc-
cessive games fresh
and exciting, they
are happy to con-
tinue. TOMB
RAIDER III is
scheduled for
a November
release. SS!3
resh ^
r
/
iiL
opportunities for Lara socks and Lara under-
wear—but they are very cautious about what
they agree to, accepting only about 1 percent
of the offers made. In fact, a Lara Croft com-
mittee has been established to vote upon
exactly what the buxom beauty should
endorse. Core plans to follow the James Bond
school of marketing and associate Lara only
with quality products that fit her personality.
Although today Lara is every marketing
executive's dream girl, she almost wasn't a
woman. When the original game was con-
ceived, tiiere was some hesitation about Lara
being female because it was unprecedented at
the time to have a strong, smart, attractive
heroine in a computer game. Toby Gard (Lara's
creator) and the rest of the TOMB RAIDER team
wanted their lead character to be different
from the typical Arnold Schwarzenegger-type
action hero. They wanted the character to be
agile, strong-willed but caring, with a sense of
coyness, if they put these personality traits on
a man, they risked producing a young, some-
what wimpy antihero. A woman with
these attributes, however, made a per-
fectly respectable action figure. And
I k so, Lara Croft was born,
k Y As for the upcoming Paramount
|| movie. Core says that it is very
1 ■■ excited, but also a little nervous.
1 V After all, if the film flops, that's
the end of the franchise. At
press time, there was no
word on who would play
Lara (I vote for Elizabeth
* Hurley). Core's Adrian
I Smith agrees that Hurley
is a possibility, but says
t that Core has no dear
' favorite— just as long
as it's someone
famous. Tomb Raider
The Mov/e is expected to
“V hit theaters in late 1999.
Elk COMPUTER GAMING WORLD » AUGUST 1998
.'.coniputcrRuming.e
O Q iOJ fli Q Q ilU IQ] Q Q S
Heretic II
Raven's Next Fantasy Game Takes a Break
From the First-Person Look
by Thierry Nguyen
Kaven's HERETIC broke away
from the mainstream by
providing a DOOM-style
shooter in a pure fantasy
environment. Instead of
shooting aliens, you fired spells at
gargoyles. HERETIC was the first
title in a fantasy trilogy that pitted
you against the Serpent Riders,
with HEXEN and HEXEN II rounding
out the series. With the trilogy
completed, Raven is taking the
HERETIC name in a new direction
with HERETIC II, complete with a
new plot, a new
perspective, and
a new engine.
Tomb
Heretic
The back-
story for
HERETIC II puts
you once again
in the shoes of
Corvus, the
original HERETIC
who defeated
D'Sparil.
Although
D'Sparil and his
brothers are
now long gone,
Corvus's world
is once again in trouble. A
destructive plague afflicts the
world, and it's up to you, of
course, to find the cure.
The first thing you'll notice
about HERETIC II is that it's a
third-person game. You no longer
see the world through Corvus's
eyes. Gameplay in HERETIC II
focuses less on dispatching
legions of enemies in linearly con-
structed levels and more on
exploring, with dashes of adven-
ture-style puzzles and fast-paced
action thrown in.
The preview alpha was an early
build that showed off Corvus's
actions and the modified QUAKE II
engine. Corvus looks very good
for a third-person character. His
textures are more detailed, and
his movements more fluid than
those of main characters in recent
games like NIGHTMARE CREATURES
or DIE BY THE SWORD. There is still
some work that needs to be done
on animation and movement
(such as adding jumping and run-
ning animations), but Raven is
dedicating the efforts of an entire
team to animating Corvus in
order to make him fully playable
and realistic.
Heretic tl
I RELEASE DATE: 04 98
i DEVQ^PER: Raven Software
1 PUBUSHER; Activision
. STYLE: Furious action and puzi^e-
{ solving in the HEXEN universe
Art as Play
With its inventive use of the
QUAKE II engine, Raven has once
again shown that it makes some
of the most aesthetically beautiful
action games. In the sample level,
the textures were crisp and nicely
Illustrated, and the architecture at
times awe-inspiring. On top of
that, the colored lighting really
added to the atmosphere, espe-
cially in the spell system.
Most of the weapons for
HERETIC II will be various spells.
Some are straightforward, like
firebolt, but there are some
refreshingly new ones. One is the
Ring of Repulsion, a blue field
that wards off enemies. Another
is the Shield of the Hunter, green
spheres that circle Corvus and fly
off to strike nearby enemies. The
only non-spell weapon I saw
was the Magic Bow. but based
on the character model for the
final game it looks like Corvus
may have some melee weapons.
All in all, HERETIC 11 is a bit of
a gamble for Raven, given its
new perspective, engine, and
game style. But with Raven's
background in solid fantasy
games and beautiful art design,
HERETIC il should be something
to keep an eye on. M'.'J
COMPUTER GAMING WORLD ■ AUGUST 1998
A
v.compufergaming.c
Go to #156 @ www.computergaming.com/infolink
and uTtense competitiCMi. VWiether you’re hunting bloodthirsty terrorists in SWAT 2
QU£ST/-piORY
eviscerating diabolical mutants In Half-Life, you're always playing real people
VARRY'5
in real time. Check out WON and discover your FREEdom to play online.
Immerse yourself in a 3D role-playing
world populated with savage beasts and a
huge cast of cunning characters.
Customize your character class and refine
your skills during gameplay by joinii^ one
or any combination of warrior, wizard,
cleric or thieves guilds.
Choose one of four familiars who can
accompany you as a scout, spy, fighter,
gatherer, healer or thief.
©1998 Westwood Studios, Inc. Lands of Lore is a registered
trademark and Westwood Studios is a trademark of Westwood
Studios, Inc. 3Dfx and the 3Dfx logo are registered trademarks
of 3Dfx Interactive Inc, All rights reserved.
Go to #215 @ www.computergamlng.com/infolink
ElQIilBSQQQQCiOiB
Drakan
Get Ready for a Mix of TOMB RAIDER and
Fire-Breathing Dragon Action
by Elliott Chin
raced with a glut of TOMB
RAIDER-style action games
on the horizon, how does a
publisher grab the attention
of jaded gamers? By moving
to the head of the pack with a
hard-core medieval fantasy pack-
age full of playable dragons and
intense, spell-flinging, bloodletting
combat. Psygnosis's new San
Francisco-based development
house is working on its first title,
DRAKAN. and it's a third-person
perspective. 3D action-adventure
game with gameplay that’s a
blend of action and role-playing.
Dragon Quest
DRAKAN takes place in a
medieval fantasy world that has
been overrun by evil. (Haven't
they ail been?) An archmage
named Kulrik has engulfed the
world in darkness and unleashed
a horde of foul monsters. Allied
with him are evil dragons who
rule the skies. As the heroine.
Rynn, you discover that your vil-
lage and many others are being
attacked by marauding wartoks
(fancy ogres with big noses). As
you embark on a quest to rid your
village of wartoks, you'll become
engulfed In the battle to thwart
Kulrik's plans. However, you won't
fight alone. Eons ago, good drag-
ons ruled the world justly, and one
such being — Arokh — has returned
to help your people in their dark-
est hour. Early in the game, you
will find this noble dragon, a
Drakan
RELEASE DATE: Q1 '99
I DEVELOPER/ PUBU5HER:
I Psygtrods'
STYLE: A hadc-and-slash with
; dungeon romping and dragon riding.
mighty wyrm capable of mass
destruction and fiery breath. Whiie
you will be able to wield all sorts
of weapons, from swords to axes
to crossbows to maces, your
winged companion will use vari-
ous breath weapons, including
fire, ice, and lava. Of course, nei-
ther of you starts out with an
awesome arsenal. You'll have to
discover these weapons and
acquire new abilities as you
explore the vast gameworld.
The game ranges across five
worlds with widely differing envi-
ronments, and the worlds com-
prise more than a dozen levels.
Unlike in classic action games, you
won't progress from level to level
just by shooting and killing things.
You have quests and missions you
must solve, and these missions
will take you between levels and
possibly worlds. Each level will be
vast, and can include above-
ground and underground loca-
tions, While you're cruising the
skies on Arokh in one level, you
might spot an interesting cave
below. Dismounting fromArokh's
back, you can then venture into
the cave to explore.
Thanks to the graphics engine,
the transition between indoor and
outdoor environments should be
seamless, and you’ll be able to
enter and retreat from the caves
as often as you like. The different
environments you might traverse
include villages, caves, ice caverns,
forests, mountains, swamps, and
volcanoes.
People to See,
Things to Kill
Populating these levels will be
humans, whom you'll talk to for
quests and genera! information,
and monsters, which you'll fight in
droves. There are evil dragons,
troll-like wartoks, stone-hurling
giants, and scavengers. The
humans you'll encounter are
important, not just because they
give you quests, but because
they'll also open up new spells
and breath weapons to you once
you complete the tasks they give
you. Although Rynn does not start
with any speii-casting abilities,
later in the game she will learn to
use potent magics.
COMPUTER GAMING WORLD » AUGUST 1998
if.compulergaming.com
liQOQfliaOiQtBOOQB
No matter what quests you
take, which worlds you explore, or
what monsters you fight, you’ll
always have the choice of contin-
uing on Arokh's back or on foot.
In the very first level of the game,
you'll begin your initial quest on
foot. However, once you find the
dragon Arokh, you can ride on his
back for nearly the entire game.
The choice is yours: You can either
fly from place to place and get
there quickly, or you can walk and
pick up power-ups and weapons,
meet various NPCs, and explore
the environments.
In either case, you will
encounter enemies, whether they
are flying dragons or earthbound
giants. In the air, you’ll engage in
aerial dogfights; on land, you'll
trade sword blows and spells with
your enemies. If you do choose to
fly around the levels, you can
always land Arokh and do some
exploring on your own. It will
actually be very important to
explore on your own because
there are plenty of puzzles to
solve and secret areas to discover,
all of which you would miss if you
were in the air. There will also be
a number of levels and caves
designed solely for Rynn; at these,
Arokh will simply have to wait for
you to finish your quest. Defeating
Kulrik, however, will
require the combined
might of you and your
draconic steed.
The graphics engine
that Psygnosis has
developed looks sharp, and the
skeletal animation system is prov-
ing capable of incredibly realistic
animation for both Rynn and
Arokh. Rynn has more than a hun-
dred different moves, and she
rivals Lara Croft for fluidity, not
just for sheer numbers of actions.
Unlike TOMB RAIDER, DRAKAN
will ship with multiplayer support.
At the very least, you'll be able to
deathmatch with other dragon-
riding players. With a great
premise, adventure- and role-play-
ing-style gameplay, and plenty of
environments to explore, DRAKAN
promises to be one of the better
third-person titles on the horizon.
Look for Psygnosis to release it in
early 1999. SSU
v.cotnpulergaming.c
COMPUTER GAMING WORLD « AUGUST 1998
flight Sim of the Sbbv-PC Format
Comanche^ 3 Is tiie Winner oi Multiple Awards:
IN STORES NOW
Original teandnJ Owners: OpgraOe to ComiwIieEoldani Receive $15.00' Back Ironi novaLeglc
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• NEW Campaigns and Missions
• NEW Mission Design Tool
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• NEW Amazing Weather Effects
• NEW Weapons Loadout Option
• NEW internet Multi-play** via
• NEW Windows'^ 95 Native and
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• BONUS Campaign Designed by the U.S
Army's Official Comanche Team
• INCLUDES an Enhanced Version of the
Best-selling Helicopter Sim of 1997,
JomanCheF’ 3 (source; PC natal
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■
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-
Prince of Persia 3D
Is That a Double-Edged Sword in Your Pocket, or Are You Just Glad To Play This?
s we first reported in last
month's CGW, Red Orb
(Broderbund) is busily
reviving one of the premier
titles in the company's his-
tory; PRINCE OF PERSIA, Fresh for
the millennium, the seminal plat-
former Is returning in a (what
else?) brand-new 30 engine,
putting you into the heart of the
action a la TOMB RAIDER (which,
itself, was influenced by the first
PRINCE OF PERSIA).
PRINCE OF PERSIA 3D has more
going for it than just the name. It
also boasts the design and story
guidance of Jordan Mechner, cre-
ator of the original POP games.
Prince of Persia 3D
RELEASE DATE: Q1 '99
DEVaOPER/ PUBLISHER: Red Orb
Entertainment
STYLE: Platform twitdi action, puzzte
I solving, and swordplay.
Along with the game’s producer,
Andrew Pedersen (whose name
we misspelled last issue), Mechner
is hoping to create a game that is
faithful to the spirit of the PRINCE
OF PERSIA series
while pro-
pelling it into
a state-of-
the-art 3D
extrava-
ganza. As
such, all
the great
traps, puzzles,
and twitch-factor
gaming that made the
first two games so mem-
orable will be here, only
now you'll experience them
from an immersive, over-the-
shoulder perspective.
As he demonstrated in previ
ous POP games and in his
recent adventure game,
EXPRESS, Mechner
is as concerned
with giving gamers a
coherent, entertaining
story as he is with
gameplay.Thus, the
game's 15 levels
will not only ramp
up in difficulty
through a
series of diabolical puzzles to
solve, they'll also tell an Arabian
NIghts-style story of love betrayed
and found again. And don't worry
if that sounds too civilized, there'll
be plenty of challenging sword-
play and bad guys to dismember
as well. Mechner's track record is
solid; look for the PRINCE to come
roaring back in a big way in early
1999. — Jeff Green
Redguard
Tamriel Returns in a New Elder Scrolls Adventure That's Not an RPG
hen Johnny Wilson, the
editor-in-chief cum
diplomat of Computer
Gaming World, took a
look at Bethesda's
upcoming REDGUARD recently, his
first words were: "Oh, look, it's
PRINCE OF DAGGERFALL." After tak-
ing a moment to wonder whether
or not they had been insulted, the
developers agreed: REDGUARD is a
PRINCE OF PERSIA-style action
adventure that takes place in the
DAGGERFALL world of Tamriel.
Set 40 years before the time of
Redguard
RELEASE DATE: Q4 ‘98
DEVELOPER/ PUBUSHER:
Bethesda
STYLE: Lots of adventure game-style
puzzles mixed with light action and "
sword-figliting.
DAGGERFALL, REDGUARD puts you
in the role of Cyrus, a mercenary
Redguard who returns to his home
in order to find his sister, who has
disappeared. A civil war has
gripped the land, and the Empire is
running the city. Is your sister's dis-
appearance somehow tied to the
political intrigue? Discovering why
she has disappeared and where
she has gone are the mysteries
that send you on your adventure.
Unlike the sprawling
DAGGERFALL, REDGUARD is a tightly
focused, three-act, linear game, set
almost entirely on one island. The
developers estimate that the
gameplay will be split 70-30
between, respectively, adventure
game-style puzzle-solving and
action; the latter mainly takes the
form of swashbuckling. The com-
bat action we saw looked fun but
simple, with
just a few keys
to memorize,
much like
PRINCE OF
PERSIA.
The new 3D engine (which as of
this writing supports only 3Dfx for
hardware acceleration) is a huge
improvement over DAGGERFALL's
engine, bringing Tamriel to life
with a stunning variety of details,
including: contoured terrain, beau-
tiful textures maps, and vibrant
dynamic lighting. While the
thought of an adventure game
based on an RPG series brought
back bad memories of WIZARDRY
NEMESIS, Sir-Tech's less-than-suc-
cessful attempt to crossbreed the
genres, REDGUARD actually
impressed us. It's a strong story,
set in a fleshed-out fantasy world,
with a great engine behind it. Look
for it this Christmas. — Jeff Green
COMPUTER GAMING WORLD ■ AUGUST 1998
i^.computergdming.(
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©1998 Symantec Corporation. All rights reserved. 09-71.00289
□ QliliiOJaiilQOJCOQQQ
Space Bunnies Must Die
Bunnies and a Babe Collide in This Wacky Shooter
With its plucky female
heroine and similar
gameplay style, SPACE
BUNNIES MUST DIE is
bound to be compared
to TOMB RAIDER. What sets the
game apart, however, is its per-
sonality; SPACE BUNNIES has a
tongue-in-cheek attitude, a com-
pletely wacky premise, and a host
of kooky characters. The plot could
be straight out of a '50s B-movie;
Earth has been overrun by giant
space rabbits who are enslaving
humans and sewing together dif-
ferent types of animals to form
bizarre mutations. As Allison
Huxter, a tough-talking truck-stop
waitress, you must rescue your sis-
ter Jocelyn and save the earth
from the malevolent miscreants.
The game has 10 levels that
can be played in any order. Your
main task is to blast bunnies and
mutant animals while picking up
carrots, which are used to power
transporters that can take you
between levels. You'll also discov-
er parcels left by your sister in
each level. Some parcels contain
outfits that provide proteaive
power, Others contain CDs, which
can be used to subdue the mutant
animals. Music and dancing play a
huge part in SPACE BUNNIES and
contribute greatly to the game's
personality. Allison has a number
of different dance moves, which
she uses to hypnotize the bunnies.
Instead of shooting her, they start
dancing with her. How long they
stay in a trance depends upon the
rabbit's size and strength. The
meaner bunnies recover more
quickly — unless Allison shoots
them first. SPACE BUNNIES' sound-
track features a wide range of
Space Bunnies Must Die
RELEASE DATE; Q3 '98 '
DEVELOPER; Jiru
PUBLISHER; Ripcoftl
STYLE: Toogue in-cheek humor and
plenty of aclion in a fact-paced 3D
shooter.
artists and songs, includir
Loretta Lynn's "These Bo(
Made for Walking"
and Buddy Holly's
"Rave On."
SPACE BUNNIES
MUST DIE is less about
exploration and prob-
lem-solving than TOMB
RAIDER, and more
about simply blowing
the brains out of those
brutish, belligerent
bunnies. What promises t
it above other typical she
is its distinct personality ;
attitude. Look for Ripcord
have it on store shelves ii
August. — Charlotte Pam
Tonic Trouble
Can UbiSoft Do MARIO on the PC?
Tonic Trouble
RELEASE DATE: Q3 '98 ' i
DEVELOPER/ PUBLISHER:
UbiSoft
STYLE: A 3D platformer with a
Mario 644iltg fooL aivf gameplay. .
puzzles and
exotic bad guys.
No thanks to
you, the vegetables of Earth have become animated,
slavering monsters, while the planet's environment —
water, hills, and plains — has been turned into a multi-
colored, cartoonscape.
The game is vast, with tons of locations, both
indoors and outdoors, all beautifully rendered. The
graphics are gorgeous and bright, and the sound is
likewise impressive, complete with full support for 3D
positional audio.
Despite its looks, the game could put off PC gamers
who have traditionally sneered at the MARIO-style
gameplay. Rest assured that TONIC TROUBLE will have
gameplay as deep and challenging as the graphics are
beautiful and weird. UbiSoft is planning an August or
September release date. — Elliott Chin
UbiSoft isn't too well-known in the United
States, but in Europe, it has made quite a
name for itself with RAYMAN. That game was
a side-scrolling platformer that looked cute
but was crammed with challenging gameplay.
Since then, UbiSoft has been hard at work on a 3D
platformer that would take RAYMAN-style gameplay
to a whole new level, on a par with Nintendo's own
MARIO 64. The result is a game titled TONIC TROUBLE.
If the name sounds
confusing, don't
worry. The game-
play will be familiar
to all gamers who
love classic
plaftormerfun.
TONIC TROUBLE
follows the exploits
of Ed, a space
being who has
been sent to Earth
to clean up what is essentially a
"cosmic oil spill." You dropped a
can of space tonic that has altered
all Earth life into a weird cartoon-
like world, and your punishment is
to find that tonic and set things
right. Just as in MARIO 64, you'll
explore bright, colorful environ-
ments and encounter numerous
v.compuletgjming.t
COMPUTER GAMING WORLD » AUGUST 1998 M
The most anticipated RPG of the year.
In the FORGOTTEN REALA^®, we've lived through foul pestilence,
vicious battles, exorbitant taxes, and even the occasional dragon. But
when HE showed up, things really started getting ugly.
Prepare to be immersed into a world of intrigue and mystery on a
perilous quest to rescue a storied land from impending war. Even your
own soul is at stake as you and a party of adventurers become entangled in
a dangerous riddle of betrayed alliances, dark prophecies and murder.
Will you become the unlikely hero of the story, or merely another of its
unfortunate asualtics? Before you answer, the big guy here might have
something to say about it.
R^lore an immense, intricate game world ' from cloud-covered
mountains & rain drenched plains to dark catacombs & abandoned
T ■' temples - all meticulously rendered in lush, le-bit SVGA graphics.
Invoke more than too spells - Freeze enemies with an icy blast
from a Cone of Cold, or incinerate them with a searing stream of
W" " magical flame.
Push your leadership skills to the limit as you guide a party of up
to six characters, each with a personality that affects garaeplay.
' Don't let your stubborn fighter pummel the arrogant thief - you
may need their teamwork in your next battle.
Create your character from six AD&D® races and 26 different
classes and subclasses. You control every attribute, down to skin
and hair color, weapons, and armor - all accurately depicted on-screen.
aLbuRS
Coming
O
TSRJncMasubsidisiyoIVVIzBrdsoftheCoasiJrw., and are used by Inieiplay under license Jnterplay, the Interplay k^o and ‘‘By Gamers, For Gamers.' are irademarkt of 1nt8ipl«yProduetto(«.MrH)hUfew^ *
logo Is the trademark of BloWare Cotp, All rights reserved. Exclusively licensed and distributed by Interplay Productions. All olher copyrighla and trademarha are trie properiy ot their respective owners.
Go to #163 @ www.computergaming.com/InfoliiiK
Starship Troopers
Unlike the Movie, This Ain't Melrose Space
The swarms of huge, deadly
bugs were the best part of
last year's otherwise-forget-
table Starship Troopers film,
and the good news is that
they're the main element
MicroProse has borrowed for its
game of the same name. STARSHIP
TROOPERS has the Hollywood aliens,
but the rest of the game takes its
inspiration more from the original,
classic novel by Robert A. Heinlein.
Omikron
A Huge Adventure Unfolds
in a Dark Future
Although Eidos' TOMB
RAIDER III is the game to
beat, the company has
another third-person
action-adventure that could
slip ahead of the pack and win
itself a lot of attention. The game
is called OMIKRON, and it’s a game
that promises to be very different from Lara Croft's adventure.
OMIKRON is set in the far future; you play a cop with sweet fighting
moves and some power-packed weaponry, Although there is plenty to
kill (and many enemies with which to spar in TEKKEN-style battles), this
game's hallmark is its extensive dialogue and character interaction. As a
cop in this future world, you have to track down and talk to witnesses,
meet various people, and explore sprawling cities.
The graphic for this game are very nice, and the characters look
much better than characters in TOMB RAIDER, The environments are
much more alive, with street signs, pedestrians, and indoor areas, such as
supermarkets and bars, populated with objects and people. The charac-
ters are very impressive, with lips that will sync up with dialogue.
The music for this game also caught our ears — a thumping, techno
soundtrack that fit well with the Blade Runner-Wke universe.
Eidos has plenty of surprises in store for this game, the biggest one
being that when you die, the game doesn't end. You don't play a person
so much as you play a soul, and
when its body is destroyed,
your soul finds another to
inhabit. Reincarnation is a big
part of this game, so be careful
whom you meet. You could end
up becoming the last person
you touched. OMIKRON isn't an
imminent release; when
pressed, the best release date
Eidos could commit to was
early 1 999. — Elliott Chin
Omikron
. RELEASE DATE: Qr99
DEVELOPER/ PUBLISHER: Eidos
STYLE: A mix of classic adventure—
lote of NPCs, dialogue, and a strong
plot—and shooting/fighting actiori.
The biggest difference from the
film is that here, you'll face the bugs
from the (relative) safety of an
armored powersuit. You'll battle in
open terrain, in cities, and in under-
ground tunnels. You'll never kill
them all, so concentrate on com-
pleting your objectives and getting
out alive. Changes are persistent, so
when you come back to an area
where you've been in battle, you'll
still find carcasses everywhere.
You'll start as a grunt who mere-
ly follows orders, and if you perform
well you'll be offered promotions. If
you just want to shoot stuff, you
can turn them down, but otherwise
you can advance through the ranks
to the point where you'll be decid-
ing to which planets you'll send
dropships. (But like a good space
marine, you'il still accompany your
troops to the surface.) The game
Stai^hip Troopers
RELEASE DATE: Q4 '98 ;
DEVELOPER/ PUBUSHER: ^
MkfoPtose |.i
STYLE: An action-intensive, space '
combat game that follows the Heinlen
novel of the same name. x.
includes research trees, which
enable you to beef up your power-
suit's weaponry and jump jets.
You'll also get the chance to obtain
some alien technologies.
There are three types of suits;
scout, assault, and command.
STARSHIP TROOPERS will sport 96 dif-
ferent weapons, many of which are
drawn from the book. Look for a
variety of different planetary
locales, weather effects, and night
missions. — Denny Atkin
Dark Vengeance
Role-playing and Intense Action Meet
Two years ago. Reality Bytes
showed me DARK VENGEANCE,
a third-person action game
set in a fantasy world. It
boasted a 3D-accelerated
engine and 10 playable characters.
After that one meeting, I never saw
the game again. It was as if it had
never existed. But now, GT Interactive has resurrected it, meaning this
TOMB RAIDER-style dungeon romp will finally see the light of day.
In the game's fantasy world, dark elves have blocked out the sun and
started a hostile takeover under the protection of this magical eclipse.
You have to destroy the dark elves, and the monsters they've unleashed,
and restore the sun's brilliance.
DARK VENGEANCE has some role-playing elements. You'll choose from
three player characters and journey through infested hallways and dun-
geons. Each character has a different skill set, including exclusive spells
and weapons. The game will have 1 8 missions, plus a unique starting
level for each character class. Monsters will include undead, demons, ani-
mated statues, and dark elves.
Dark Vengeance
■'release DATE: Q4 '98 ~
DEVELOPER: Reality Bytes
PUBLISHER: GT biteractive
STYLE: An RPG-style dungeon romp
! with spectacular spells, weapon^ and
' fantastic monsters.
DARK VENGEANCE promises to
look great, with colored lights, shad-
ows, translucency, and particle
effects. Weapons and spells also cre-
ate incredible effects. The final ver-
sion should have 32-player death-
match and team play. — Elliott Chin
COMPUTER GAMING WORLD ■ AUGUST 1996
u.computergaming.f
mmmmmmmmmmQm
Messiah
Angelic Gameplay and a Devilishly Sophisticated Engine
high frame-rate. If a scene gets
complicated, with huge explosions
and enemies onscreen, the game
will simply subtract polygons from
peripheral areas (like from a char-
acter on the edge of your vision
rather than from the explosion in
the middle of the screen) to main-
tain the high frame-rate. If your
machine can handle more poly-
gons, the game will add as many
as you can take to increase the
quality of the graphics.
Look for Messiah's amazing
gameplay and engine sometime
this winter. — Elliott Chin
Satan's influence in
the world is getting
stronger, so God has
sent you to defeat
the Devil. The only
problem is, you are
a baby angel, with
weak powers. So,
to fight a legion of bad guys.
The technology behind the
game is called RT-DAT (Real-Time
Deformation and Tesselation).
Deformation simply refers to the
skeletal animation system of the
game, whereby creatures are com-
posed of skeletons, with muscles
and skins wrapped around the
bones. The result is more realistic
characters, with the skin moving
to simulate rippling cloth or the
rising of a
chest as a
character
breathes.
Tesselation
basically
means the
game gener-
ates only
the polygons
you need to
maintain a
Shiny has always been
known for creating outra-
geous entertainment, so it's
no surprise that MESSIAH
has stirred up controversy.
What has some people in an
uproar is that you play an angel.
you can't fight monsters directly.
Instead, you must possess various
creatures and fight through them.
The game's two biggest fea-
tures are the possession gameplay
and the revolutionary engine. The
gameplay is unique in that you
have to possess enemies to
overcome obstacles. You
might take over a cop to
bypass a security gate, or
possess a powerful monster
Messiah
rSELEASE
j DEVELOPER Shiny
j PUBUSHER: Interplay . : .
j STYLE'Ashcwterinwliidiyouptaya
I chu%, baby angd who fights by pos-
; sessingand conht^ing otfiwjreatura
King's Quest: Mask of Eternity
Sierra Revamps a Classic Adventure Series Into 3D Action
King's Quest:
Mask of Eternity
rRELEA5EDATE:Q4'g8
j DEVELOPER/PUBUSHER: Sierra
’ STYLE: A classic King's QUEST story
^ with 3D acdon and puzzle-soluing.
Koberta Williams' classic
KING'S QUEST series set the
standard for animated 2D
fantasy adventures over
the past decade, offering
traditional adventure gamers an
always entertaining mix of story-
telling and brain-twisting puzzles.
Now Sierra is going out on a limb
by taking the series into a new
(and more profitable) direction; 3D
action-adventure. Apparently frus-
trated with the shrinking adven-
ture game market — and anxious
to explore new technologies —
Williams is forsaking the series'
long-standing puzzle-
only gameplay and
incorporating some 3D
combat into the mix.
The story, penned by
Williams herself, is firm-
ly grounded in the lore
of the KING'S QUEST
series. Set once again in
the kingdom of
Daventry, MASK OF
ETERNITY follows the
adventures of Connor
Mac Lyrr, a young peas-
ant who must search
the land to discover the
five pieces of an ancient mask.
This mask apparently is the key to
reversing a magical storm that
has turned the inhabitants of the
kingdom into stone.
The game's engine (based on
the STARSIEGE ThreeSpace3D
engine) allows you to switch
between first- and third-person
perspectives as you roam the
land. The outdoor environments,
when we last viewed the game.
were gorgeous, and the mix
between action and adventure
looked stronger, and more feasi-
ble, than we first imagined.
A foolhardy departure or a bold
new direction? We've been argu-
ing for months, but this fail we'll
have our answer. — Jeff Green
y.computefgaming.com
COMPUTER GAMING WORLD « AUGUST 1998
ou will find a place of an^er, vengcniico and Lrutality.
@ 1998 Biodcrtiund Soltware, Inc. All rights foscn/cd. Wariords is a Iradcmatk ol SSG. Reign ol Heroes. Darklords Rising and Red Orb Eniorlainntcni arc iradetnarks ol Broderbund Soflwarc. Inc.
A pall of unspenkalilL' evil, merciless slaiigkler
and ualn'itllecl tleslrucLion lias fallen across llie
Realm of Etlieria. I lie servanLs of evil, llie
Darklords, spread
like a contagion
across tlie land.
Will you ke aide Lo
stop tkeir imlioly
juggernauL?
Welcome to
Darklords Rising,
tlie greatly anticipated sequel Lo Warlords III: Reign of
Heroes, 1997’s turn-kased strategy game of ike year.
Discover tke kigger, deeper, darker universe ol
Darklords Rising:
• 4 entirely new campaigns and 15 new scenarios
• 30 new army types lor a total of 1 1.2
• 5 new unit|uely skilled lieroes for a total of 15
• 9 new multiplayer games including Capture
tke l-lag, Eortress and Nortk vs. Stiutk
• More ckallenging, adaptakle and aggressive Al
• Eully functional map, item and campaign editor
• Bonus: Includes original campaign and scenarios
from WuUs III: Reign of Heroes
In sliort, nu>re adventure, deeper gameplay
and fewer ckances for survival.
La(?iRLORDSl11
OARKL0ROS
RISinG
f Siicetymt
» fjsS. ill
■iifc
if'.H
« A 4 .
# > A *
w
COMSmC SOON!
visit cur website at www.vie.ccin
Go to #251 @ www.computergaming.com/infolink
>, Ltd. Microsoft, Windows and the Windows Logo are registered trademarks of Microsoft Corporation. Virgin Interactive Enlertalnmenl, Inc., 18061 Fitch Avenue. Irvine CA 92614 U.S.A.
Its Tm to Siot
From the Oawii cf Man cfomes the Oawn cf War . . .
Enter a primitive world where gcu must lead cne cf three species - Crc-IVIagncn.
Saurian, cr neanderthal — in a fight for survival, frctect gcur species against the
hQstite forces cf extinctfen as pai gather .aitd nianage rescurces. increase and diversify
your tribe, and wage war agaii(iifl |ipj;@^ss enMies. Master new technclcgies and
iNTERacti ve
SBiJBilBBBBIiSB
LAPD 2100 AD
Los Angelinas Need You to Clean Up the Streets
The games in this roundup
run the gamut from dia-
logue-heavy adventure to
straight-up arcade action.
Electronic Arts' game LAPD
21 00 AD epitomizes the latter
style of gameplay. It’s an arcade-
style shooter set in a futuristic Los
Angeles, in which gangs have
taken over the city.
Since this game is all about
action, your vehicle is a heavy-
duty destructive machine, You ride
about in an experimental vehicle
that can transform between a
speedy hovercraft and a nimble
mech. Many of the game's levels
LAPD 2100 AD
; RELEASE DATE: Q1 '99 • j
; DEVELOPER/ PUBLISHER:
; Electronic Arts
; STYLE: An arod^BBterse^
llituristic LA.
will be designed to take advan-
tage of the strengths of the two
different forms. There will be some
cramped and densely populated
levels full of enemies — ideal for
the maneuverable and powerful
mech. There will also be freeway
chases and some expansive areas
that will require the use of the
fast hovercraft.
There is no huge story to the
game. Instead, your job is simply
to clear all the levels of any gang
presence. Along the way, there will
also be speeding tickets to issue,
carjackings to stop, and robberies
to respond to — all in a day's work
for an L.A. cop.
As befits an arcade shooter. EA
promises plenty of weapons,
power-ups, and special effects. The
look of the game will be more
top-down than over-the-shoulder.
While this view provides a better
view of your surroundings, it could
be uncomfortable for TOMB
RAIDER fans. There is still plenty to
add to the game, including coop-
erative and competitive multiplay,
so don't expect to see this game
until 1 999. — Elliott Chin
What's Come Before: A Look at the Third-person
Action/adventure Games of the Past Year
If you're a TOMB RAIDER fan and can't wait for the games in this roundup,
check out the following third-person action-adventures we've reviewed.
1 Game
Rating
Issue
Worth nlavina?
Comments
CROC
April '98
Yes
A cute MARIO 64 clone.
DIE BY THE SWORD
3.5
August '98
Maybe
Realistic swordfighting, but tough to learn.
ECSTATICA II
4
August '97
Yes
A good, tough action-adventure with ellipsoid characters
and a large world.
EXCALIBUR 2555 AD
1
March '98
No
A terrible, boring game. Worst of the TOMB RAIDER clones.
MEAT PUPPET
4
October '97
Maybe
Macabre humor and bad controls. More like CRUSADER than
TOMB RAIDER. Not as good as its rating suggests.
MEN IN BLACK
2
March '98
No
A lame adaptation of the movie, it has little gameplay.
NIGHTMARE CREATURES
4
April '98
Yes
An action game with a horror theme, including zombies
and werewolves.
RESIDENT EVIL
2.5
January '98
No
A gory PlayStation port with some good and bad moments.
TWINSEN'S ODDYSEY
5
November '97
Yes
An action/adventure hybrid with personality, a great story,
and some MARIO 64-like gameplay.
LEGACY OF KAIN
2.5
December '97
No
A poor PlayStation port with mediocre gameplay and
a lame save feature.
COMPUTER GAMING WORLD » AUGUST 1998
/.computergdming.c
Available this August
WWW.THQ.CDM
WWW.BASSMASTER.CDM
Go to #107 @ www.computergaming.com/infolink
WINDOWS'
■95'
Keal Combat
Plastic Men.
Take an«j one of six classic army
men figures into combat in this
squad level action-strategg game.
Melt attacking infantrg with gour
flamethrower or shatter enemg
vehicles with gour bazooka and tank.
“I love the smell
of burnt plastic
in the morning”
Break ijour troops out of a heavily
guarded POW camp In one of
over 30 action-packed missions.
Hake your way through alpine^ desert
and bayou terrains or play against your
friends on special multiplayer maps.
It? 1996 The 300 Company. All rights reserved. Army Men is a Irndomaik ol Tlie 300 Company. All oilier trademarks
WWW.armyinen.com
I properties ot their respective '
Go to #112 @ www.computergaming.com/infolink
could only dream about a few years
ago, and the growing Importance of multiplayer
play, today's Jet sims are breaking new ground in
sophistication and features. Doing my best to
re-create Clint Eastwoc»d's role In Firefox, 1 went
behind the scenes to sneak Into the cockpits of
four advanced jet fighter sims to bring back the
first hands-on reports on this new generation of
sims. Following these reports you'il find intelli-
gence on a number of other jet and helicopter sims
in development. If flying fast and low is your forte,
strap in and get ready for high-mach action.
COMPUTER GAMING WORLD
AUGUST 1998
F-1 6 VS. MIG'29 GRAPHIC COURTESY NOVALOGIC
wvw cofnputergaming.com
World Air Power: Israeli Air Force
Jane's Goes to the Experts for Its Next-Generation Jet Sim
I hen it comes to training, equipment, and
actuai combat experience, it can easily
be argued that the Israeli Air Force is one
of the most advanced and most combat-
ready air arms in the world. So there are
few better services to focus on for a simula-
tion of air warfare from the early 1 970s to the
present. There's one big snag, however: The
lAF is also one of the most secretive forces in
the free world. So
The historical campaigns focus
on the Six Day War, the 1 967 bat-
tle that Israel won with a carefully
orchestrated mass airfield strike
that destroyed 350 enemy aircraft
in about three hours; the 1 973
Yom KippurWar; and the 1982
Lebanon War, in which Israel bat-
tled Syrian fighters as it attacked
how do you cre-
ate an authentic
game based on
lAF operations?
Go straight to
the source.
Pixel Interactive is an Israel-
based software company that
brings something to the table that
makes it unique: On its staff are
no fewer than nine active-duty lAF
reserve pilots. Working with Paul
Grace and his team at the
California offices of Jane's Combat
Simulations, Pixel is creating
WORLD AIR POWER: ISRAELI AIR
FORCE (lAF), a simulation that
aims to combine a wealth of
unclassified operational knowl-
edge with the kind of accessibility
that has characterized the U.S.
NAVY FIGHTERS (USNF) series.
WORLD AIR POWER:
ISRAELI AIR FORCE
RELEASE DATE: Q3 '98
DEVELOPER; Pixel Interactive
PUBLISHER; Jane's Combat
Simulations
DESERT EAGLE The terrain in lAF is at its best u^en
viewed from high altitude, but on many missions you'll
want to be down near the deck using terrain for cover.
SEEING A MIRAGE The
Dassault Mirage figures
prominently in the sim's his-
torical campaigns.
The Past and
the Future
lAF's basic setup
will look familiar to
any gamer who has
played the series that
started with USNF and
wrapped last year
with FIGHTERS
ANTHOLOGY. Though
the mission and multi-
player structure is very similar to
that series, this game Is based on
an entirety new engine
The game features three seven-
mission historical campaigns, as
well as a 21-mission hypothetical
near-future campaign in which
you'll fight on three fronts, The mis-
sions are prescripted, not dynamic,
but are structured in such a way
that they offer much more variety
than those in USNF and its sequels.
FOX TWO Firing at an enemy plane from
an F-15; the multifunction displays in lAF
all have functional buttons.
Lebanese installations over its
northern border. The future cam-
paign postulates another war with
Iraq. This time, however, Syria gets
involved, and Israel ends up fight-
ing on both Lebanese and Syrian
fronts, while simultaneously trying
to push back an Iraqi invasion of
Jordan before enemy troops reach
Israeli borders,
Each mission may have up to
four allied flights carrying out
various tasks. A SEAD
{Suppression of Enemy Air
Defenses) mission may be fol-
lowed by a fighter sweep, then by
an air-to-ground strike package,
and finally by a reconnaissance
flight. You can fly any or all of
these. Once you complete a mis-
sion phase in a particular flight —
or if you're
forced to
eject— you can
jump back to
the tactical dis-
play and choose
another flight.
Alternatively,
you can click the
Visit icon and
watch the com-
puter pilots do
their thing.
Time-on-target
becomes an
important factor
in lAF — if the
Wild Weasel
flight doesn't arrive in time, the
strike flight may face a wall of sur-
face-to-air missiles.
You can alter the loadouts of all
the aircraft on the mission, but
you won't be able to alter their
waypoints. EA's Paul Grace points
out that real lAF pilots aren't
given the opportunity to change
their mission waypoints either.
If you enjoy micromanaging a
sim's strategic elements, this isn't
the game for you. The detailed mis-
sion creator is the one major fea-
ture from the USNF series that
doesn't make an appearance here.
In addition to the campaigns, you'll
find scramble missions, in which
you're vectored to unknown
threats; detailed training missions;
and a quick mission creator, in
which you specify up to three allied
and enemy flights (and an optional
ground target). All campaigns and
quick missions can be flowed in
multiplayer mode over a network
or the Internet.
COMPUTER GAMING WORLD « AUGUST 1998
A
WORLD AIR POWER: ISRAELI AIR FORCE
A Team With
Unique Experience
While many companies have used fighter pilots as consul-
tants or even designers, few have as many experienced
fighter pilots actively involved in all aspects of creating
the simulation. We talked to Ramy W. (name withheld for security
reasons), CEO of Pixel; Aviv Yam Shahor, content expert; and David
Zerah and Yael Amir, executive producers of lAF, to get some back-
ground on the game's design.
CGW: I understand a number of team members are
active*duty or veteran lAF pilots. Can you describe the
backgrounds of the team members? Also, which air-
craft have the team members flown?
W.; Unlike other air forces, in the Israeli Air Force, when you
become a reserve pilot you continue flying in your regular
squadron, among the "active duties," as long as you can keep kick-
ing their butts. There are currently nine active lAF reserve pilots in
Pixel. We have three F-15 pilots, three F-16 pilots, two Cobra pilots
and an Apache pilot Among us “Pixel pilots," we've flown all the lAF
game-controllable jets, including the MiG-29 and the MiG-23. Once a
week, each one of us goes to the squadron and gets some training
or real operational missions duties. I am sure that I can safely say
that Pixel scores the highest number of active jet fighter hours
among the game companies in tiie world. (Not to mention MiG and
SAM kills....)
Amir The pilots are the leaders and key players in the creative
teams, in charge of the missions, flight tactics, and the flight avion-
ics. One is fully devoted to working with the aerodynamic engineer
on the flight models and flight envelopes, and two are members of
the simulation programming team.
The Israeli Air Force is CHte of the more seocthre in
the free worfd. Have you had to get lAF dearance for
anything thaVs going into the game?
W.: This is very true about the lAF, and we, being a part of that
service for so long, completely understand and think that this is the
way it must be. That is why we invited security officers from lAF
Intelligence over to Pixel from the beginning — in order to show
them the game. We had to give up on a few of the features that we
had planned, but in return we were allowed, for the first time, to
expose some historical missions and combat tactics, as well as
squadron signs and colors and front-line Israeli weapon systems.
What does Pixehs expertise bring to the table that
makes lAF unique?
W.: I think that, above all. It's this combination of cutting-edge
technologies with this big team of active-duty pilots. The best
example of this combination happened during the last alert peri-
od, when things were heating up in the Gulf and we were all
called back to our squadrons (I had to cut a visit to EA). Not know-
ing how long it would take, we took our computers with us, and
after a week of "patrolling and waiting,” we came back to Pixel
with some of the best mission designs!
Zerah; I think that for all the team, and the pilots in particular, this
game is very special. You have to know that the lAF has been our
home and family for 7 to 12 years (depending on die pilot) and, in
many ways, still is. For us this game is our self-portrait and we have a
lot of heart and pride of what h represents. It's us, you know?
Plane Jane's
Flyable aircraft in the sim
include the Mirage, Kfir C-7 (an
Israeli-built design based on the
Mirage), the F-4E Phantom, the F-4
2000 (a Phantom updated with
modern avionics, the F-1 5 Eagle, F-
16 Falcon, and the Lavi (an experi-
mental Israeli design based loosely
on the F-16). In network combat,
you can also fly the MiG-23 and
MiG-29, Many of the planes incor-
porate Israeli enhancements. The F-
16, for instance, has the enhanced
avionics package mounted on its
spine. Flight models were still
being tuned in the version I flew,
and they didn't have the ultrafi-
delity of JANE'S F-1 5, but they were
much more authentic than the
USNF series, (See the "A Team With
Unique Experience" sidebar for
more details.)
Each plane features a full cock-
pit modeled after the real plane.
Avionics are somewhat simplified,
although there are multiple air-to-
air and air-to-ground modes.
According to Pixel's Aviv Yam
Shahor, the goal was to provide
realistic capabilities without
requiring the gamer to study the
manual for days before flying. "All
the jets carry the same radar
interface and symbology. In fact,
where we can, the keys are even
the same. But not all modes are
available on all jets, and radar
SAY LAVI You'll get a chance to pilot the Lavi fighter, an
advanced Israeli fighter based on the F-16, which was canceled
before it could go into full production.
How realistic are the flight models in the game?
Yam Shahor All the flight models are accurate and tested by pilots
with thousands of flight hours on each of the Israeli planes, and also by
lAF test pilots who flew the Lavi, the Mi6-29, and even the MiG-23 per-
sonally. The flight envelopes are generated out of the real performance
tables of the jets In the game; special effects such as spins, stalls, and
flicks are all modeled in the appropriated jets. An intermediate player
can turn on the easy flight model modes and enjoy a more forgMng
flight model. The use of force-feedback joysticks gives us the opportuni-
ty to enhance the feeling of flying the jets. For example, the F-16 and
the Lavi are smooth flyers, while the F-15 and F-4 jets shake and rattle
as the AOA builds toward the stall angle.
COMPUTER GAMING WORLD » AUGUST 1998
/.computergaming. <
©1998 Sierra On-line, Inc., Bellevue, WA 98007. ® and/or TM designate trademarks of, or licensed to, Sierra On-Line, Inc. All Rights Reser
^hc besc-setting advene
euilliams faRings you che
uRe seRies cvcr is back. RobcRta
magic of- lling’s ^uesc: mask
ujoRld op DavenCRy as ic’s nevcR
ecuRn CO ceU abouc ic. seven
bable advencuRc. Coming chis pail,
WORLD AIR POWER: ISRAELI AIR FORCE
detection and track ranges are
also different from one jet to
another. The limits of the sys-
tems are correa; terrain clutter,
terrain masking, and RCS are all
modeled in the simulation
engine, contributing to the real-
ism of the game and allowing
players to benefit from correct
flying tactics."
Terrain Following
The most distinctive feature of
lAF is its terrain engine, Based
on stereoscopic satellite images
of Israel and surrounding territo-
ry, the ground has unprecedent-
ed detail. Instead of using poly-
gons to represent various eleva-
tions, elevation can change from
pixel to pixel. Detail ranges from
about 100 meters per pixel in
some desert expanses, to 20
meters per pixel in many combat
zones, all the way down to 2
meters per pixel in and around
cities and targets. To this level of
detail, add the game's Al planes,
which properly use low-level
combat techniques, and you
have the makings of some very
exciting dogfights through
mountains and valleys.
The downside of this tech-
nique is that it uses more than
300MB of texture data, far too
much for 3D cards. So while the
aircraft and special effects are
rendered using 3D cards (3Dfx
and ATI AGP cards are support-
ed), the ground Isn't, Because
there's no hardware filtering, the
textures have a shimmering
effect (imagine the Dr. Katz artist
doing a flight sim) that may
bother some gamers, and it looks
pretty pixelated in lower-detail
areas. This is a necessary tradeoff
to get unprecedented elevation
detail, which wouldn't be possi-
ble using traditional polygons
and 3D-compatible texturing
methods.
Pixel's David Zerah explains:
"Above all, the terrain was
designed to allow us to actually
duplicate the physical environ-
ment of the lAF flights in terms
of bases, targets, border lines,
and so on — well, with some
COMPUTER GAMING WORLD • AUGUST 11
minor limitations imposed on us
by our [Israeli] Air Force intelli-
gence security unit, of course. The
enemy aircraft brains are pro-
grammed to fly low and use the
terrain for cover. The planned
flight routes are always taking
the terrain into consideration.
Enemy ground missiles will fire
only when in line-of-sight, so it's
extremely important to take
advantage of the terrain."
lAF will require a minimum of
a Pentium 200MMX system
with 32MB of RAM (64MB for
optimum performance). The
early version I've been flying
shows a promising balance
between realism and gameplay.
The only major downside to this
version was the texture shim-
mering, which bothered a num-
ber of CGW editors who tried
the sim. I hope that this effect
will be less noticeable in later
builds as Pixel enhances the ter-
rain detail. tK'i'.'J
KFIR ME The Kfir C-7 was the first indige-
nous Israeli fighter; it's a fine-taned Mirage
ili vnth a Phantom's J79 engine.
iv.computergamirfg.com
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Go to #130 @ www.computergamlng.com/infolink
F-16 Viper and /VUC-29 Fulerum
Novalogic's Sim Duo Lets You Fight on Either Side
I
I his September, Novalogic plans to release
simultaneously two new jet sims that can
share a single battle arena. If fighting for
democracy and apple pie is your thing, choose
F-16 VIPER, the latest sim developed in cooper-
ation with Lockheed-Martin. If you're feeling a bit
more confrontational, drop in the cockpit of MIG-29
FUtCRUM to experience flying one of the last great
technical achievements of the Soviet era. And those
don't use the card's 2-buffer fea-
ture, so resolutions of up to
800x600 are supported on an
original Voodoo card, and
1024x768 on a single Voodoo^
card. On 3D cards, the terrain
sports 16 times the polygon detail
of F-22 RAPTOR. Even on the early
version of F*16 VIPER that I flew,
at 1024x768 the ground detail
was so crisp I could almost forget
I was looking at a sim. Hardware
acceleration will also eliminate
the polygon "pop-up" of earlier
Novalogic jet sims.
Virtual Views
Where many sims have a highly
detailed static, bitmapped cockpit
in addition to a lower-res, virtual
cockpit, Novalogic has managed
to combine the best of both into
one cockpit for each plane, Unlike
the somewhat blocky virtual cock-
pits in games like JSF and F-22
ADF, the instrument panels here
are as crisp as any static cockpits
you've seen. And despite their vir-
tual nature, both cockpits feature
fully clickable instrument panels,
not to mention working analog
arguments as to which is the better plane can finally
be settled over the Internet skies of Novalogic's
NovaWorld servers. VIPER and FULCRUM will Initially
be bundled together at the price of a single game;
they may eventually be sold separately as well.
Building on Experience
Novalogic's first jet sim, F-22
LIGHTNING II. was a good seller,
but it met with a lackluster
response from experienced sim
players, who found that the sim's
overly simple flight model didn't
match claims of realism on the
box, and who were disappointed
with the game's lack of replay-
ability. The company worked out a
licensing deal with Lockheed-
Martin for its next sim, F-22
RAPTOR. While still not “hard-
core" by any means, RAPTOR fea-
tured a much-improved flight
model and a somewhat improved
campaign structure, in which your
successes or failures could affect
future missions. Most significant,
though, was the addition of Nova-
World, a free online massively
F-16 VIPER and
MlC-29 FULCRUM
RELEASE DATE: Q3 '98
DEVELOPER: Novalogic
PUBLISHER: Novalogic
multiplayer service which featured
arenas supporting more than 100
RAPTOR players simultaneously.
NovaWorld is where RAPTOR
really shines. But there's been one
problem with gameplay — every-
one's flying the same aircraft,
which limits the available strate-
gies (not to mention suspension of
disbelieO. With the coming of both
F-16 VIPER and MIG-29 FULCRUM
to NovaWorld's skies, things
should get much more interesting.
VIPER and FULCRUM are based
on the RAPTOR engine, but they
feature significant improvements
on that sim, including better-look-
ing graphics, 3Dfx support,
improved flight modeling, and a
more sophisticated campaign, The
game engine is essentially identi-
cal in VIPER and FULCRUM, with
the primary difference being the
aircraft model and its capabilities,
and a different set of missions.
The most noticeable improve-
ment in the games is in their
graphics. Hardware support is
included for 3Dfx cards. The sims
FACING DOOM Here's the last thing many a MiG-29 pilot will
see. The terrain in 3Dfe mode sports 16 times the detail found
in Novalogic's previous jet sim.
Neither game sup-
ports DirectBD or
OpenGL, so users of
non-3Dfx-based graph-
ics cards will have to run
the games using a soft-
ware graphics engine,
Even so, the terrain has
four times the detail of
F-22 raptor's software
engine, and 16-bit color
eliminates much of the
dithered look.
COMPUTER GAMING WORLD » AUGUST 1998
v.compulergamlng.t
F-16 VIPER AND MIC-29 FULCRUM
FACE-OFF The F-16 and MiG-29 will be able to battle head-to-head over modem, Internet, or local-
area networks, or in large squadrons on the massively multiplayer NovaWorld server
IN THE CIRCUIT Here, you scan the runway from the virtual cock-
pit view; note the chevron on the left side of the canopy which
keeps you oriented toward the front of the plane.
also in contact with pilots who've
flown the MiG-29 to verify the
accuracy of the companion sim.
Around the World
VIPER will feature around 40
missions set in Bolivia, Armenia,
Turkey, the Philippines, and one
other geographic region that is yet
to be decided. In FULCRUM, you'll
fly missions for countries that have
purchased MiG-29sfrom Russia.
These are being developed with
the assistance of Russian aviator
Yuri Prikhodko, a cosmonaut and
test pilot on the MiG-29, Su-27,
and MiG-31 fighter programs. He's
acting as a consultant on FUL-
CRUM, and is helping to provide a
perspective on what it's like to do
combat from the other side.
Novalogic strongly believes that
human-scripted missions are more
interesting and offer better game-
play than computer-generated
sorties, Designers spend about a
week on each individual mission
before it goes into testing. The
good news; Your successes and
failures do affect the missions
you'll be assigned later in the
game. The bad news: As with previ-
ous Novalogic sims, you'll have to
refly any missions you fail until you
complete them successfully.
Where the sims promise to shine
is in the NovaWorld environment
there, VIPER and FULCRUM players
will be able to fly with RAPTOR
owners in online arenas. It's hoped
that Novalogic will create arenas
with varying mixes of aircraft — it
would be interesting to pit F-16s
against MiG-29s without any F-22
"superplanes" in the mix.
team is modeling multiple air-to-
air and air-to-ground radar modes.
Don't expect the level of detail or
authenticity of FALCON 4,0 here, of
course, but look for a good bal-
ance between realism and play-
ability. Night missions in the F-16
should be particularly interesting,
as VIPER will model the F-16's
LANTIRN (Low-Altitude
Navigation and Targeting InfraRed
for Night) targeting pod.
F-22 raptor's flight model was
a dramatic improvement over
Novalogic's first jet sim effort, and
the company promises even more
improvements here. The extra
fidelity is necessary because,
although the F-16 is a computer-
temperature, and the F-16 flight
computer will restrict your plane's
angle of attack when the jet is
heavily loaded. The flight model
was designed with the assistance
of the designer of Lockheed's F-1 6
simulator, and Novalogic plans to
have real F-16 pilots review it
before VIPER ships. The company is
and digital instruments. Multiple
zoom levels will allow you to have
a full instrument-panel display,
"HUD-in-your-face" view, or
something in-between.
The new panels are for more
than show. Gone is RAPTOR'S god-
like radar view — the development
augmented, fly-by-wire plane like
the F-22, its control system isn't
as sophisticated. In addition, the
MiG-29 doesn't utilize fly-by-wire
at all, so it should have a much
different feel than the F-16.
(During my visit to Novalogic, !
was only able to fly the F-1 6, as
the MiG-29
modeling was
still in the
works.) Look for
better modeling
of altitude
effects on
engine perfor-
mance and fuel
flow. Aircraft
systems are
more detailed as
well — for
instance, you'll
have to watch
your engine
Raptor Revised
When F-16 VIPER and MIG-29 FULCRUM are released,
Novalogic will simultaneously release an upgrade for its
F-22 RAPTOR to allow it to share the NovaWorld skies
with the new sims. Although the changes to the sim will be pri-
marily to enable play with the new games, look for some of the
new sims' improvements to trickle down into RAPTOR for play-
balancing purposes. For instance, RAPTOR'S radar modeling will be
made more realistic so as not to give the F-22 a bigger edge over
the F-1 6 and MiG-29 than it would have in reality.
COMPUTER GAMING WORLD » AUGUST 1996
/.computorgaming.c
SOUTHPEAK'
; DID's F-22 Game Gets a Real Campaign Engine
F22 Total Air War
Digital Image Design's F22 AIR DOMINANCE
FIGHTER (ADF) wrapped up last year's wave
of F-22 simulations with a bang. Sim pilots
lauded the game for its detailed flight
modeling, challenging artificial intelligence,
and impressive graphics engine. The biggest gripe
about the game was its lack of flexibility and
replayability. You could only fly the game's built-in,
scripted missions, and
you had no control over
details — such as the
weapons loadout of your
plane. DID aims to
address these gripes in
spades with F22 TOTAL
AIR WAR (TAW).
Common Foundation
Although it's a stand-alone pro-
gram (see the "It's Not an Add-
on" sidebar next page for details),
TAW is based heavily on the ADF
engine and includes nearly all the
features of that earlier title. The
biggest difference is that the pre-
scripted missions in ADF have
been replaced with a dynamic
campaign engine.
The campaign structure in TAW
is more sophisticated than the last
dynamic campaign engine DID
created for EF2000 2.0. The mis-
sions are more varied in nature,
and you have more control. Ten
campaigns are proffered, all set in
the Middle East/North Africa
F22 TOTAL AIR WAR
RELEASE DATE: Q3 '98
DEVELOPER; DID
PUBLISHER; Infogrames/Ocean
region. Details vary in regard to
the specific countries involved,
and in each campaign's difficulty
level. You can access the later cam-
paigns only after you've reached a
certain score in the earlier battles.
Once you choose a campaign,
you'll find yourself at the War
Room interface. Here you get a
visual overview of all the missions
going on throughout the war
zone. The Theatre map brings up a
graphic, icon-laden map that
shows all friendly, enemy, and
WAR ROOM This map gives you a grand picture of all the aerial
action; you can also view the position of ground and naval
troops, as well as enemy strategic assets.
neutral air activity. You can also
bring up a variety of informational
charts that show the number of
sorties launched by each side,
damage levels, priority targets,
and the current strategy.
Strategies are based on a "five-
ring" model employed during the
Gulf War by the USAF. Imagine a
bulls-eye with five rings, labeled
from the outer to the inner ring as
Fielded Military, Population,
Infrastructure, Organic Essentials
(fuel, oil, and the like), and
Leadership. The outermost ring is
the most vulnerable; the innermost
is the most vital — and most heavi-
ly defended. Attacking the outer-
most layer— the military— isn’t
nearly as likely to demoralize the
enemy as strikes against inner
rings such as organic essentials or
the command poste. This model
relies on launching large-scale, par-
allel attacks on each layer of the
ring. Col. John Warden, who helped
implement this strategy in the Gulf
War, and Col. Rich Reynolds, a
USAF military doctrine analyst,
consulted with DID to properly
implement this model in TAW's
campaign engine. The result is a
campaign that features very realis-
tic and logical sorties.
COMPUTER GAMING WORLD « AUGUST 1998
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OUND YaURaiELF
A sci-d ndventure that
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F22 TOTAL AIR WAR
Scramble!
There are two buttons on the
War Room interface that will bring
you into the action. Selecting
Scramble will alert you when the
next scramble mission to intercept
enemy aircraft is launched. If you
accept the mission, you'll be
launched with a single wingman
to destroy incoming air targets.
For more variety and a more
direct effect on the war effort,
click the Fly button, which will
bring up a list of all the missions
currently ready for launch. These
include air intercept, escort, Wild
Weasel antiradar, and ground
attack missions.
If there's an AWACS aircraft in
the air, you can also choose to fly
as an AWACS controller and direct
other aircraft to escort, intercept,
refuel, and so on. As in ADF, you
can jump into any the cockpit of
any F-22 by clicking on it from the
AWACS screen.
At first, you can select only sim-
ple missions (marked with a single
X). More advanced missions (up to
XXXXX level) are available as your
pilot score increases. You score
experience points for successfully
completing mission objectives,
and you can get additional points
for taking out extra targets. Your
pilot can even earn medals for
exemplary performance,
You can take missions as they're
assigned, or you can replot way-
points, altitudes, flight composi-
tions, weapons loads, and attack
patterns for each mission. When
appropriate for the type of mission
you're flying, you can also assign
targets to specific flights.
If none of the missions suits
your fancy, all you have to do is
cancel out, accelerate time, and
click Fly again. The mission types
will vary as the war progresses.
in various campaigns you'll find
yourself allied with different coun-
tries— you may be protecting
Saudi Arabia against the Sudan in
one campaign, with Egypt as an
ally, and in the next you might be
flying for Egypt while the Sudan
remains neutral. As the campaign
progresses, neutral countries may
choose to take sides.
Sini'ply Better
The sim engine itself has seen
some minor, but welcome,
upgrades, from little things like
toning down the runway bump
sounds to fixing the abrupt
transitions from night into
day. In addition to the
campaign missions, you'll
also find a number of
scripted training missions;
a new Custom Combat
section, which lets you set
up dogfights against any
of the aircraft in the sim;
multiplayer missions: and
the excellent ACMI (Air
Combat Maneuvering
Interface) flight recorder.
The only disappointment in
the beta version was that
the F-22's thrust-vector
maneuvering capabilities
still had to be manually
activated; in the real
plane, the flight computer
handies vectoring automatically.
At first, F22 TOTAL AIR WAR
doesn't seem like a big upgrade
from F22 AIR DOMINANCE
FIGHTER. But the sophistication
of the campaign, the variety of
missions, and the added control
TAW gives you over the sorties
you fly should make for a much
richer experience. 2317
LOADED FOR TU-95 BEAR New to TAW is the ability to customize the
weapons loadouts of the aircraft in your flight group.
Its Nat an AiU-on
DID's distributor, infogrames, has a dubious record when it comes to add-on sequels, especially in
North America. For EF2000, its previous simulation, the company put out an add-on disc called
TAQCOM, which added a mission editor and a number of other enhancements. TACTCOM sold for
about £1 5 in the UK, and was necessary if you wanted to use the 3Dfx or Rendition graphics patches for
EF2000. However, distributor Ocean declined to release TAacOM in the U.S., so EF2000 owners looking for
3D acceleration were forced to buy EF2000 2.0 — essentially purchasing the sim a second time.
When DID first announced its F-22 game, it was going to include a dynamic campaign. Later the prod-
uct was split into two parts; F22 ADF, which included a series of canned missions, and F22 TAW, which was
supposed to be a low-cost add-on disc that would add the dynamic campaign elements to ADF. As work
progressed on TAW, two things became clean First, the product had grown in scope to the point where
some fundamental changes to the engine made it less viable to do an add-on disq and second, retailers
in North America are loath to carry low-profit add-ons to any but the most popular products.
Thus, F22 TAW became a full-price, stand-alone product. DID assured ADF buyers that an upgrade or
rebate would be available, but many sim fliers were annoyed after getting similar treatment with regard
to EF2Q00. While the market forces that forced DID to reconsider doing TAW as an add-on are understand-
able, many customers have expressed frustration at the company making promises it can't keep.
COMPUTER GAMING WORLD « AUGUST 1998
/computergaming.t
Landing Soon
A Variety of Jet, Helicopter, and Civilian Sims Are in a Holding Pattern
I
here's never been a shortage of F-1 6 sims, and
it's no surprise that Novalogic's F-1 6 VIPER will
have company on the shelves. MicroProse's
FALCON 4.0 is inching ever closer to release, and
the good news is
we have a beta version in-
hand that's pretty much
feature-complete, with
only debugging and play-
balancing left to be done.
The bad news is the prod-
uct has been delayed
again, probably at least
until the fourth quarter of
this year. We hear Gilman
Louie himself has stepped
in to help wrap up the
product, which could bode
well for the final game's
quality and stability, but
could also drag out the
fine-tuning process.
Also incoming on tiie F-1 6 front
is Virgin's F-16 AGGRESSOR. We've
played an alpha version of the
game, but it wasn't far enough
along for a full preview. Impressive
graphics and decent flight model-
ing (let's hope Virgin doesn't do the
SABRE ACE treatment on this game
and dumb down the aircraft han-
dling) are wrapped around a campy
mercenary storyline that pits you as
an F-16 pilot for hire; think STRIKE
COMMANDER '98. In a similar vein,
look for JETFI6HTER: FULL BURN to
hit stores about the time you read
this. It's an updated version of the
JETFIGHTER III engine that will also
let you fly the MiG 1 .42. This sim
will wrap the missions in WING COMMANDER-like video sequences, as welt
as add a welcome multiplayer mode to the series.
F22 TOTAL AIR WAR seems to be the end of the F-22 deluge, but Eidos has
an expansion disc in the works for its JSF (JOINT STRIKE FIGHTER) title.
We keep seeing gradual progress on the SU-27 FLANKER 2.0 front, but, like
the Russian contributions to the International Space Station, development is
dragging out longer than planned.
HOLLYWOOD FALCON Virgin's F-16 AGGRESSOR promises realistic
flight wrapped around a Hollywood-style mercenary-for-hire plot
We're not sure which will launch
first. Fans of Russian hardware are
more likely to see MiG ALLEY
Empire/Rowan's Korean War simula-
tion, before SU-27 FLANKER 2.0 hits
the shelves. We're stilt waiting to
get a hands-on flight of MiG ALLEY,
but we've seen some amazing early
graphics, with details such as cock-
pit reflections inside of the canopy.
Two F/A-18E Super Hornet simu-
lations will be hitting stores soon.
Interactive Magic's 1F/A-18E
CARRIER STRIKE FIGHTER is based on
an enhanced version of the lF-22
v5.0 engine. New features include
carrier operations and night mis-
sions. The U.K.'s Digital Integration,
the company responsible for TORNADO, HIND, and lF-16,
is creating SUPER HORNET. Look for details in our fall pre-
view next month. Di also has a Harrier sim in the works*
set for an early 1999 release. Fora lighter F/A-1 8 experi-
ence, check out TOP GUN: HORNET'S NEST, coming at the
end of the year from MicroProse.
TREES COMPANY When you try to hide from
other helicopters in APACHE VS. HAVOC,
you’ll be able to get down behind the trees.
The Chopper Block
Unfortunately, Empire's APACHE VS. HAVOC, one of
the more impressive titles we've seen in recent months,
wasn't quite far enough along for a hands-on preview
in this issue. But, it's being developed by Razorback in
the U.K., and it looks set to excel on both graphics and
gameplay fronts. Designed from the ground-up for mul-
tiplayer gaming, the sim lets you fly the glass-cockpit
U.S, Apache or the more primitive, but still deadly,
Russian Havoc. Extremely detailed helicopters and ter-
rain (not to mention impressive weather effects) make
for great atmosphere, but the big enhancement here is
the game's tree-lines, which can be used for cover. This
should make for some very interesting multiplayer tactics.
TEAM APACHE, originally slated as an Eidos release,
will now be coming out from SSI/Mindscape around
the time you read this. Less hard-core (and a bit more
accessible) than LONGBOW 2, this title has some great
aspects, the most impressive of which is the ability to
work as a team with up to five other Apaches. Finally,
look for info next month on MicroProse's GUNSHIP III,
an attack helicopter sim which can connect to Ml
TANK PLATOON for multiplayer play. S3I7
COMPUTER GAMING WORLD • AUGUST 1998
_A.
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crushing the universe with " ...the new ^
king of real-time strategy games.” * -v T ^11
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-GameSpot Editors
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I
Best Real-Time Strategy Game
-PC Gamer On-Line, Reader's Choice Award
Best Real-Time Strategy Game
-Adrenaline Vault
Best Real-Time Strategy Game
-Ultra Game Player's magazine
< A V t 4
tnTtKTAi-httfknT /
A GT Interactive Company
www.cavedog.com
6)997. 1998 Humongous Enieriainment, Inc. All righu reserved. Total Atinihil.rlion, Toial Anhihilnlioti: Tire Core Corrtingency, Cavcdog Entertoinmeniand the Cavedog Ent^hvnwt logo ate U^marlu of Humongoiis Eirtertainment, Inc.
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STRATEGY IS EVERYTHING
75 New Units
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6 New Worlds
Go to #170 @ www.computergamlng.com/infolink
'Coinpuict Game Entertainment
by Loyd Case
Photos by Michael Falconer
The Flight Control Gear You Need
for Your Next Serious Furball
Serious flight-sim aficionados aspire to being there. The
idea is to get as close as possible to the flight experi-
ence without climbing into a cockpit. (Well, there are an
impassioned few who actually build cockpits, but that's
another story.) What's more, combat flight simulators
are becoming increasingly sophisticated and realistic. Titles such
as DID's F22 ADF and JANE'S F-1S push the envelope in terms of
flight models, sensor operation, and full-wing operation. This
means, of course, that running the sim takes more keyboard com-
mands than ever. Even the simpler sims are getting more sophisti-
cated and complex.
As a result, flight controllers— no longer mere "joysticks" —
have gotten increasingly sophisticated, mirroring the games they
enhance. There are a number of joysticks and other controller
devices that try to satisfy the desires of those In pursuit of the
total (virtual) flight experience. Below, we take a look at a num-
ber of flight-control setups, both old and new, and see how well
they play in some of today's sims.
Decisions, Decisions...
No two sim players are the same. Some are more casual, want-
ing to boot up a sim occasionally and do some fun dogfighting.
Others are much more serious,. setting the game up to start at the
airbase, getting into the intricacies of air-to-air refueling, and try-
ing to work well in the context of multiple plane flights. Because
of this, flight-control setups are intensely personal— what works
for one user may be the bane of the next. And high-end systems
have thrown another variable into the equation — some con-
trollers don't work well with the new generation of fast Pentium
il systems. We'll keep all these issues in mind as we examine the
force-feedback sticks, high-end sticks, throttles, and rudders that
you may want to add to your collection for the utmost realism.
iU • AUGUST 1998 J4K
Forcing the Issue
Li
astyear was another of those "This is the year of the. . . "
_ tto didn 't quite come to pass. In this case, it was sup-
I posed to be the year of the force-feedback game controller.
In fact, we saw exactly one new product— Microsoft's Sidewinder
Force Feedback Pro. There was a dramatic price reduction in CH's
Force FX, the only other existing consumer force-feedback prod-
uct. Other controllers were delayed several times; maybe this
year, we'll see more of them.
Microsoft Sidewinder
Force Feedback Pro
-h 'h 'h 'k
With its S149 list price,
you'd expect this stick to
be a high-end flight controller,
but it has more in common with
its lesser sibling, the Precision
Pro, than with high-end gear. As
with the Precision Pro, it's an all-
in-one controller with an inte-
grated throttle, a twist handle
(for rudder function), and the
same nine buttons.
The first version of
the Sidewinder Force
Feedback Pro (SFFP)
had a rea//y loud fan.
We've heard reports that
recent sticks have come
sans fan, which would be
a welcome relief. The utili-
ty for programming the
SFFP is similar to Precision
Pro's, but there's no
force editor supplied,
which seems a glaring
omission.
Support for the SFFP has
been somewhat mixed. It's
been widely supported in action
games such as HEAVY GEAR and
driving games like NEED FOR
SPEED SE II, but support in flight
sims has been less prevalent. A
few, like SABRE ACE, come to
mind, but support on high-end
sims has been lacking. Without
force-feedback support, the
SFFP becomes a very
expensive version of
the Precision Pro.
With better force-
feedback support
in DirectX 6.0, per-
haps we'll see
more extensive use
of force feedback
in future sims. Of
course, in some
cases
force-feed-
back support does
not make much sense. In
an F-16 you don't feel much
force, except for G-forces on your
hand, because the controls are
fly-by-wire. In a World War I or II
sim, though, force feedback
properly done could significantly
add to the experience.
The Sidewinder Force
Feedback Pro is a clean, solidly
implemented force-feedback
stick — it's just not a particularly
realistic flight stick. And it's too
bad that it thinks it's the only
controller in the universe.
Sidewinder Force Feedback Pro,
S149.95. Contact: Microsoft, (425) 882-
8080: www.microsoft.com/hardware
PROS: Digital optical electronics;
good programming utility; ergonomic
handle; throttle; force-feedback support.
CONS: Short throw; twist handle can be
confusing: no force editor.
CH Products Force FX
k k k k k
The Force FX was the first
force-feedback stick on the
market. Like a lot of pioneers, CH
ended up taking some hits for
being so early. The Force FX is
based on
Immersion’s 1.0
force-feedback API. Since
then, Immersion has added a
lot of capability to the second
major revision of its program-
ming interface and integrated it
much more closely with the
Directinput API.
In a reflection of more recent
developments, CH has released
DirectX 5 drivers for the FX and
dropped the price to S99.95. The
DirectX support is limited, since
the capabilities of the stick itself
maps more closely with the
Immersion 1.0 API. Additionally,
the motor isn't as powerful as
the one In the Sidewinder Force
Feedback Pro. However, the FX
now works with rudder pedals
and throttle. Unlike the Microsoft
stick, the Force FX can be part of
a more realistic flight-control
setup.
At a hundred bucks, the Force
FX might be worth the cost to
experiment with force feedback.
Bear in mind, though, that it's a
limited implementation.
CH Force FX, Price: S99.95. Contact:
CH Products, (760) 598-2518;
WWW. chproducts. com
PROS: Force-feedback effects; works
with separate throttle and rudder.
CONS: Force effects are a little coarse;
big footprint.
Tom Oancy’s
T
i
Play as if 5.7 Billion lives Dependeil on it.
The most revolutionary
g]Mlg|UIKMl|||2g
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[UflUBIlH
jIII'WiBIB
BIik
iSiilSI
ijjllll
FLIGHT CONTROLLERS
(let's Get Real
\ |» jn ost flight sims out there have more controls than you
could ever manage with a mere four-button joystick.
I V I What's more, serious flight-sim jockeys want to get as
close as they can to pure HOTAS (hands on throttle and stick) in
order to avoid the dreaded “hunt-and-peck " with a bogie hot on
their six. Here again, there 's a hefty amount of competent gear to be
had, so it comes down to personal preference and the gear's feel.
ThrustMaster F-22 Pro
★ A A A
The F-22 Pro is modeled after
the F-16 block 50 flight stick.
It’s massive, heavy, and stiff. The
stiffness is intentional, the idea
being to model the effort required
to move the real thing. That real-
ism also helps you maintain con-
trol: Overshooting is more difficult
with a stiff stick. Still, the F-22
Pro can be a wrist wrangler in
long game sessions, Tlie stick has
a glass-filled handle for a very
solid feel, geared potentiometers
for more precise control, and
more hat switches than you can
shake an AiM-9X at.
The F-22 Pro comes with a set
of DOS programming utilities.
Ease of use is not their strong
suit, but they get the job done.
There are now at least two
Windows-based graphical pro-
gramming utilities for
ThrustMaster gear, including
Mario Casabar's nicely done EZ
ThrustMaster F-22 Pro
Build. The F-22 is capable of hold-
ing up to four separate programs,
although you need to run the
DOS-based download utility to
activate any given program. There
are no Windows-specific drivers
for the F-22 either. The good news
is that most of the new flight
sims come with precreated down-
loads for the F-22 Pro, and there
are many others available on
ThrustMaster's Web site.
All of this sounds like a lot of
effort, and it is. However, once you
get going with the stick, the heavy
base and solid feel compensate
for the effort. We've heard reports
of flaky potentiometers, but
ThrustMaster is happy to send you
new pots should you require
them. In addition, there were
problems downloading programs
to the stick on some fast Pentium
Ns, but a fix is available on
ThrustMaster's Web site.
If realism is what you demand,
the F-22 Pro is hard to beat. But
you'll pay a stiff price; It carries a
suggested list price of S220.
F-22 Pro. Price: S2 19.95 MSRP.
Cor)!act: ThrustMaster, (503) 615-3200:
WWW. thrustmaster. com
PROS: Solid, precise (eel; highly pro-
grammable; lots of buttons. CONS:
Very stiff springs; supplied DOS pro-
gramming tools are arcane; expensive.
ThrustMaster Throttle
Quadrant System
■A -A -A -k if
The TQS is the perfect partner
for the F-22 Pro. At its heart,
the TQS is an analog or digital
throttle control for flight sims.
Paired with an F-22 Pro, you can
ThrustMaster Throttle Quadrant System
have a complete HOTAS control
system. With a good set of
downloads (or by creating your
own), you can keep your hands
on the flight controls and focus
on the game, rather than hunt
for that Alt-Shift-FI combination.
Just as the F-22 Pro is mod-
eled on an F-16 flight stick, the
TQS replicates the F-16 fighter's
throttle quadrant. Also like the F-
22 Pro, it's complex and can be a
pain to set up. In fact, the TQS
requires either an F-22 or F-16
FLCS stick to work; it will not
work with non-ThrustMaster joy-
sticks. Just figuring out the cable
connections can take longer than
doing a full install of LONGBOW
2. The DOS-based programming
tools are equally arcane, so a
package like EZ Build is almost
essential to creating your own
configs. However, there are many
available on Thrusty's Web site,
and most high-end sims ship
with a ThrustMaster setup these
days. As with the F-22 Pro, there
have been reports of TQS down-
load problems with fast Pentium
II systems, so be sure you get the
fix from ThrustMaster's site.
The throttle also has idle and
afterburner detents. Another
gizmo, which seemed like a gim-
mick when it first came out, but is
more useful with current games,
is the mouse stick. For games that
use the mouse as an active con-
trol (FLIGHT SIMULATOR 98, for
instance), it's pretty handy, but it
can be a bit finicky to get work-
ing. Once you get it running and
start flying a complex sim like
JANE'S F-15, you realize how
good this combination feels. It's
akin to a high-end audio sys-
tem— finicky, annoying to set up,
but well worth the effort.
So if you like to fly sims like F-
1 5 or F22 ADF in ultrarealistic
mode, the F-22 Pro and TQS
combo has the feel that matches
up with the most realistic games.
Throttle Quadrant System, Price:
S199.95. Contaa: ThrusiMaster, (503)
615-3200; www.thrustmaster.com
PROS: Idle and afterburner detents;
lots of controls; good feel. CONS: A
royal pain to set up; arcane program-
ming tools; expensive; requires F-16
FLCS or F-22 Pro stick.
F‘16 Combat Stick
■A- ★ ★ ★ y?
CH Products
Jane's Combat Stick
A ★ A A y?
The F-16 Combat Stick is one
of the best values available.
The Jane's stick is pricier, but has
a heftier base and offers chorded
button presses when paired with
a Pro Throttle. Qtherwise, these
sticks are about identical.
Joysticks are a personal matter.
Some gamers like a stiffer feel as
v.conipulerg.iming.(
COMPUTER GAMING WORLD « AUGUST 1998
REVOLUTIONARY 3D STARSIEGE ENGINE.
A LETHAL ARENA OF DROP-DEAD GRAPHICS,
MUSIC, SOUNDS, EFFECTS AND GAMEPLAY.
ANYTHING ELSE IS, WELL, UNREAL
COMBAT VEHICLES. WHYTRUol
YOU CAN TRANSPORT YOU AND
BUDDIES IN SCOUT FLYERS ANC
PERSONNEL CARRIERS.
My ancestors fought the Cybrids in the last Earthsiege.
My great-great-great-great grandfather was among the First Who
Jumped. My father died three jumpgates back, killed by the
Blood Eagle. I was born fifteen jumpgates back on a world
we left to the soft ones, Imperial lackeys. Now we're on
Septa Scarabae IV, and I bear the dragon marks of
manhood. The Starwolfand the Diamond Sword got
here first. Settled their ships, dug in. This is a good
world, a lush planet. We'll take it for our people.
VAST INTEGRATED WORLDS. LB\/ELS BEGONE.
PLAYERS DASH INDOORS AND OUTDODRS WITH
NO LAG OR LOADTIMES WHATSOEVER.
MOTION CAPTURE ANIMATION.
SKELETAL ANIMATION? NO. FLUID, FULL-MOTION
BODY MOVEMENTS? YEP.
TRUE TERRAIN'^' LANDSCAPES. YES,
THERE’S A SINFULLY REAL WORLD 0
EVEN WEATHER!
THE ULTIMATE Al. CEREBRAL
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STANDARD MULTIPLAYER COMBAT,
PLUS SCRIPTED TEAM MISSIONS
AND INGENIOUS OBJECTIVES.
DEDICATED COMMANDER.
ONE LEADER PER TRIBE, SCOPING THE
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CALLING THE SHOTS - LIKE A TRUE
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WELCOME TO SOMETHING COMPLETELY DIFFERENT - TRIBES’." A UNIQUE FIRST-
PERSON SHOOTER SET IN THE STARSIEGE UNIVERSE. COMBINING BREATHTAKING
VISUAL DISPLAYS WITH SEAMLESS GAMEPLAY, TRIBES REVOLUTIONIZES THE
WORLD OF MULTIPLAYER SQUAD-LEVEL GAMES.
WWW.STARSIEGE.COM
AjiltRRA COMPANY
© 1998 Sierra On-
rigiiis reserved. © and TM designaie irademarks i
Go to #187 @ www.computergaming.com/infolink
FLIGHT CONTROLLERS
CH Products
Jane’s Combat Stick and
F-16 Combat Stick
in the ThustMaster models; others
prefer the light, precise feel of the
CH line. For casual flying, except
when flying something like JANE’S
F-15, where using an F-22 Pro
seems like the right thing to do, I
find most of my joystick time is
spent with the F-1 6 Combat Stick,
Both sticks vaguely resemble
the stick in the F-16 Fighting
Falcon, though not to the level of
detail of the ThrustMaster ver-
sions. The button placement makes
these models useful for right-
handers only. There are a pair of
hat switches, four buttons, a trig-
ger switch, and a throttle slider. As
with most CH sticks, the F-16
series also has trim controls,
a godsend if you need to
do a quick recalibration
while in a furball.
The two sticks have
much the same feel —
a long throw coupled
with a light action and
precise centering. Both
now have Directinput
drivers, a boon when you're
playing Directinput-aware
Windows 95 games. You can set
up keystroke assignments within
the game for all the buttons, not
just two or four. Both sticks offer
solid value, are extremely durable,
and are easy to set up and use,
Jane's Combat Stick and F-16
Combat Stick, Price: S129 MSRP
(Jane's): S99.95 MSRP (F-16). Contact:
CH Products, (760) 598-2518;
www.chproducts.com
PROS: Long throw; precise centering;
comfortable, light feel. CONS: Not the
most realistic sticks; not programmable.
CH Products
Pro Throttle
★ ★ ★ ★ A
The Pro Throttle makes no claims
at looking or behaving realisti-
cally— but this isn't necessarily a
bad thing. Instead of using an
arced throttle movement, the Pro
Throttle mounts on a big slider. The
result is a very smooth movement
that makes it easy to replicate spe-
cific settings when sliding back and
forth. This eliminates the need for
idle and afterburner detents.
There are a total of foiifhat
switches and four buttons on the
Pro Throttle. The big grip is quite
comfortable, and you can either
wrap your hand around it or, as I
often do, just rest your palm on
the handle. The really cool thing
about the Pro Throttle is that it
makes any standard joystick a pro-
grammable stick (it won't work
with a programmable stick). It
mates particularly well with CH's
own Jane's Combat Stick,
The Pro Throttle originally
shipped with DOS-based program-
ming tools, but CH has since
shipped SpeedyKeys, a Windows-
based tool that allows for "point-
and-click" programming of the
Pro Throttle.
The Pro Throttle is a solid effort
from CH. If you don't need some-
thing that looks as if it was ripped
out of a fighter cockpit, this throttle
will give you years of service.
Pro Throttle, Price: S189.95. Contact:
CH Products. (760) 598-2518;
www.chproducts.com
PROS: Smooth sliding molian; hefty
paim-rest. CONS: Not the most realistic
throttle around.
Sajtek X36
A A ★ A 7k
Saitek burst onto the high-end
flight stick scene last year with
its X36 combo pack. Unpack the
fairly compact box and you find a
massive throttle unit and a joystick
that looks like something that
could have been in a Star Wars B-
wing bomber. The stick even has a
knuckle guard — just the thing to
repel boarders, I suppose.
As with a lot of high-end sticks,
the Saitek gear is programmable.
Early versions of the X36 pro-
gramming software were a little
clumsy, but it's been improved.
One minor issue: The cable that
emerges from the required key-
board pass-through can make it
hard to plug into some ATX-style
motherboards, so exercise a little
caution when you install it.
The throttle unit is even bigger
than the ThrustMaster TQS, though
it feels more comfortable. There's a
rocker switch on the underside for
rudder functionality; if you already
have rudders, you can deactivate it
through the download software.
Like the TQS, the Saitek has idle
and afterburner detents.
The Saitek stick works with
DOS games in a Windows 95 DOS
box and even in plain old DOS,
though the programming soft-
ware works only in Windows 95,
A DOS utility can download Saitek
programs to the stick from the
Whither USB
and Force
Feedback?
I had the chance to chat
with Bob Wudeck
(Logitech's joystick
product manager) and
Patrick Hewitt (Thrust-
Master's point man on
flight controllers) and got
their thoughts on USB,
human interface devices,
and force feedback.
Both agreed that the key
point of USB is to stan-
dardize connectivity and
get away from the limita-
tions of the PC game port.
Wudeck made the point
that you could actually mix
multiple controllers from
different vendors. Think of
it: If you like the TQS throt-
tle from ThrustMaster,
you’re locked into the FLCS
or F-22 Pro. Wouldn't it be
great to have a TQS and a
stick like Suncom's Talon?
Hewitt noted that with
multiple devices connect-
ed— each with multiple
axes — you would no
longer be constrained by
the four-axis limitation of
the PC game port. Also,
USB devices would identify
themselves to the applica-
tion and the operating sys-
tem, making it easier for
game programmers to
have "instant customizabil-
ity." Another interesting
issue is two-way communi-
cation, vital for force-feed-
back sticks. With two-way
communication, you could
have an "active" MFD with
an LCD display, combined
with a touch-screen.
Rnally, Wudeck pointed
out that force feedback
makes software design
even more critical, to
avoid the "joystick on a
motor" effect. It's likely
that force designers may
become key members of
some game design teams.
So it's looking as if the
future of USB and force
feedback is bright. The
goal now is to get proper
software support. For that,
you’ll need Windows 98
and DirectX 6 — which
means yet another soft-
ware upgrade cycle.
^ COMPUTER GAMING WORLD « AUGUST 1 998
Li.computergaming.c
P2r±ma. <ionus.s welcome
@ WWW • ^'ir'e'fc earn, com
Buy FireTeam direct @ www.fireteain.com or 1.888.689.TEAM
©1998 Mullitude. Inc. FireTeam and the FireTeam and Multitude logos
are trademarks of Multitude, Inc. All rights reserved.
'riFRin
Go to #254 @ www.computergaming.com/infolink
(I!
DOS prompt or a DOS batch file. Like many of
these keyboard pass-through devices, the X36
had some problems with fast keyboard con-
trollers. Saitek has posted an updated driver
that should fix this problem.
The overall feel of the stick is just a little
mushy; it doesn't center as crisply as the F-22
Pro. or even the Combat Stick. The button place-
ment works fairly well, although the master
weapons flip-up is a bit goofy. The hat switches
seem pretty solid, and the pinky trigger button is
a nice touch. The throttle feels very solid, and
finding the same position is fairly easy; the knobs
and buttons seem well placed. The rudder control
seems counterintuitive, but I'm a diehard rudder
pedals user. The X36 is a solid combination for
the price, so if your wallet has been groaning at
the thought of the F-22 Pro, consider the X36.
X36, Price: S149.95. Contact: Saitek. (310) 212-5412;
www.saitek.com
PROS: Low price, high-end functionality; throttle (eels
very comfortable. CONS: Stick just a tad mushy; rudder
rocker switch lakes some getting used to.
Suncom F-15E Talon
★ A ★ ★
The first thing you notice about the Talon is
its size. In truth, it's slightly smaller than
the F-22 Pro. but it looks more massive. The
base even has a smaller desk footprint than the
F-22 Pro's, but it's nicely weighted. It uses a
keyboard pass-through to execute keyboard
commands. Programming the stick is interest-
ing— and easy. There's no programming soft-
ware or downloads to worry about. Instead,
you simply put the stick into programming
mode, then press each button, followed by the
keystroke combination you want. Changes can
be made on the fly, too. The Talon can hold up
to four different programs. The downside is you
can't have more than four programs present —
adding another game means you have to
replace an existing setup. If you then want to
play a game whose programming no longer
exists, you need to start over from scratch. Still,
most people I know aren't playing more than
four complex sims at a time, so this may
not be a major issue to a lot of people.
The Talon is big. modeled after the actual
stick in the McDonnell-Douglas F-15 Eagle.
As such, users with small hands might have
problems reaching the switches and but-
tons high on the stick.
The overall feel of this stick is superb.
Suncom uses something it calls Direct Drive.
The stick's resistance is the same in all direc-
tions, including the corners, making for a
much more predictable response. The Talon
behaved very well in several different sims.
Given the solid feel of the Talon and its
relatively low price, it's a worthwhile con-
tender for your joystick dollar.
F- 15E Talon, Price: S59.95. Contact: Suncom,
(847) 229-0002; www.suncominc.com
PROS: Great feel; easy programmability; relatively
low price. CONS: Can't hold more than four pro-
grams; can't store programs offline; not for small
hands; no real integrated throttle.
Product Name
Vendor/Phone
URL
1.
Sidewinder Force Feedback Pro
Microsoft (425) 882-8080
www.microsoft.com/hardware
2.
CH Force FX
CH Products (760) 598-2518
www.chproducts.com
3.
F-22 Pro
ThrustMaster (503) 615-3200
www.thrustma5ter.com
4.
TQS
ThrustMaster (503) 615-3200
www.thrustmaster.com
5.
Jane's Combat Stick
CH Products (760) 598-2518
www.chproducts.com
6.
F-16 Combat Stick
CH Products (760) 598-2518
www.chproducts.com
7.
Pro Throttle
CH Products (760) 598-2518
www.chproducts.com
8.
Saitek J(3G
Saitek (310) 212-5412
www.saitek.com
9.
F-15E Talon
Suncom (847) 229-0002
www.suncominc.com
10.
SFS Throttle
Suncom (847) 229-0002
www.suncominc.com
1 11. Rudder Control System
ThrustMaster (503) 615-3200
www.thru5tmaster.com
12.
Elite Pedals
ThrustMaster (503) 615-3200
www.thrustmaster.com
13.
MasterPilot & Programmer
Quickshot (408) 263-4163
www.quickshot.com
COMPUTER GAMING WORLD » AUGUST 1998
/.compulergJniing.c
Suncom Strike
Fighter Series
Throttle
★ ★ A ★ ★
Like the F-15E Talon, also
from Suncom, the SFS
Throttle looks like a serious
piece of hardware — and it is.
The last time I saw a throttle
like this, I was sitting in the
right seat of a twin-engine
bush plane weaving through
the fjords of New Zealand. Each
half of the throttle takes up one
joystick axis — and therein lies
its chief weakness. The second
throttle uses the axis normally
used by rudder pedals. This
throttle also proves to be prob-
lematic when paired up with a
ThrustMaster FCS-style stick, in
which the hat takes up a joy-
stick axis. However, there is a
button on the throttle that
deactivates the left half.
Suncom also wisely supplies a
Windows 95 .INF file that adds
various custom setups, both with
and without the left throttle, in
the joystick control panel applet.
Programming the throttle is
much like programming the F-1 5E
Talon flight stick. First, put the
throttle into program mode. Next,
press and hold the button you
want to program; then press the
keystroke combination on the key-
board. Release the button, and it's
programmed. Unfortunately, the
SFS Throttle holds only two
programs. There have been reports
of chorded {multiple simultane-
ous) keystrokes not being recog-
nized by games, but 1 didn't expe-
rience this problem. As with the
TQS and Saitek throttles, there are
idle and afterburner detents,
though the stops feel a bit vague.
The throttle has a big desk
footprint and comes with suction
cups to hold it firmly to your desk-
top. While this throttle works very
well with the F-1 5E Talon, it also
works well with any standard,
nonprogrammable joystick. Given
its price, you might consider buy-
ing one even if you have rudder
pedals and don't want to use the
left throttle. It works pretty well,
and it looks like something any
multiengine fighter pilot would
feel right at home with.
SFS Throttle, Price: $89.95. Contact:
Suncom, (847) 229-0002; www.suncom-
inc.com
PROS: Easy programmability: way
cool looking; works with most sticks.
CONS: Can hold only two programs;
takes two game port axes.
Rating
Pricing
Windows Front End?
Works with?
4.0
$149.95
Yes
13
3.5
$99.00
No
7,10,11,12,13 i
4.5
$219.95
Yes (third party)
4,11,12,13'
4.5
$199.95
Yes (third party)
3,11,12,13
4.0
$129.95
Yes
7,11,12,13
4.5
$99.95
Yes
7,11,12,13 1
4.0
$189.95
Yes
2, 5, 7,11,12,13
4.0
$149.95
Yes
11,12,13
4.5
$59.95
No (no software needed)
10, 11,12,
4.0
$89.95
No (no software needed)
2, 5, 6. 9, 11,12, 13 il
4.5
$109.95
N/A"
4.0
$79.95
N/A
BE I
4.5
$79.95
Yes
All “ ■
Quickshot MasterPilot
& MasterPilot
Programmer
A A A ★ ★
Another cool add-on for seri-
ous fly-boys is Quickshot’s
MasterPilot/MasterPilot Program-
mer combination. The MasterPilot
resembles a miniature MFD (multi-
function display), with buttons
surrounding the "display." In fact,
the display area is for cardboard
key templates. The MasterPilot
Programmer (MPP) is an essential
addition, and is a basically an
EEPROM burner whose program-
ming interface is simplicity itself.
You use the Windows-based pro-
gram to highlight a representation
of a MasterPilot button, type in
the key sequence, then go to the
next button. You can save files
and download them later. You can
store multiple programs (up to
five) in one cartridge.
Using the MasterPilot is a snap.
The active buttons surround the
"display" (the center is not touch
sensitive, unlike with the PC
Continued on page 232
FLIGHT CONTROLLERS
Suncom Strike Fighter Series Throttie
womputergaming.c
COMPUTER GAMiNG WORLD ■ AUGUST 1998
When it comes to 3D gaming,
how sharp is yours?
upgradeable to t6MB
Mystique G200
The fastest acceleration for
20/3D enlerlainment
Rainbow Runner G-Series
Video editing and TV tuner upgrade
$149 ESP
Matrox DVD Video
Hardware DVD video upgrade
Available 03 '98
$79 ESP
Take the Matrox video card quiz and find out. Can you...
□ Run Forsaken'" at over 100 frames per second? □ Go blind with brilliant 2D Windows''’98 performance?
□ Play Jedi Knight'" at 1280x1024 resolution? □ Brag about your full AGP2x performance?
□ Get Vibrant Color Quality for Quake il'“? D Couch surf with DVD video and PC to TV displays?
□ Smooth everything over with per-pixelTrilinear filtering? □ Ride the 1 28-bit DualBus?
Q Upgrade to a whopping 16MB of memory? Q Thank God you didn’t buy that expensive 3D-only card?
if you answered Yes to all of the above, you're already playing on a new Mystique G200 video card. Nice Work!
As for the rest of you. Not too sharp. Ditch that dull video card and get a Mystique G200.
>■ Visit our web site at www.matrox.com/mqa or call 1 -800-362-9349
lh(o|WI^C
Go to #124 @ www.computergaming.com/infolink
mcilfox
SEARCH OF THE ULTIMATE GAMING MACHINE
Matrox Readies Next
Generation MGA-G200
Matrox has been a bit quiet
lately, but the company is
finally shown signs of life
with its new
G200 series 2D/3D-acce!erator
chip. The G200 is a full-function
3D accelerator — no more com-
promises on features. It looks as
though our friends in Montreal
have learned well the hard
lessons of the Mystique.
The G200 supports 32-bit rendering
throughout the pipeline, an asynchronous
bi-directional 64-blt bus that Matrox calls a
"Dual-Bus.” It's not truly 128 bits wide, but
the bi-directional 64-bit data transfers can
run as fast as, or faster than, some 1 28-bit
accelerators. Ail the features you'd expect
from DirectBD 5.0 are there, too: bilinear and
trilinear filtering, alpha transparency, full fog
effects {but not fog table), and
antialiasing (via supersampling). We
took a look at an early beta board
and we like what we've seen so far.
The 2D scores are as speedy as you
would expect from a Matrox board.
We weren't able to run a full 3D
GameGauge test (the OpenGL
drivers won't be ready until final products
based on the G200 ship), but the DirectBD
games from 3D GameGauge look pretty
solid. As it stands now, Matrox's G200 looks
to be the fastest 2D/3D card around — for a
few weeks, anyway. — Loyd Case
Uh-Oh: nVidia Hit with
Double-Whammy Litigation
Chip maker nVidia has been rid-
ing high on the success of its
RIVA 128 2D/3D accelerator,
and with its RIVA 128ZX now shipping,
and the TNT accelerator on the horizon,
it would seem nVidia is the company to
beat nowadays. But all is not well in
RlVA-land.The company has been
served with separate lawsuits from S3
and SGI, and while nVidia states that it
will "vigorously defend" itself in both
cases, this litigation could stall ship-
ments of RiVA 128ZX parts and delay
the rollout of TNT parts later this fail.
S3 has alleged that nVidia has
infringed on three patents pertaining to
VGA control circuitry (acquired from
Cirrus Logic), scalable video windows,
and methods for mixing video and
graphics data. Based on that last
charge, we're waiting for S3 to sue
everyone else in the graphics universe,
as well. It's too early to say whether
this litigation has any teeth, but accord-
ing to Michael Hara, nVidia's business
development manager, "The mood here
is very upbeat, and we're focusing on
getting the RIVA TNT out." A prelimi-
nary injunction to halt shipments of all
RIVA processors could be imposed as
you read this.
On the 3D front, SGI has filed a law-
suit alleging that nVidia has infringed
upon SGI intellectual property (IP)
regarding an implementation of texture
caching and texture interpolation. In
return, nVidia asserts that SGI's lawsuit
is motivated by vendetta, because sev-
eral 3D architects have left SGI to join
nVidia, and that these former SGI
employees "had no involvement in the
design of nVidia's current RIVA graphics
processors, which are the subject of the
alleged patent infringement." Again,
the outcome of this lawsuit is still very
much up in the air, but if a court rules
in favor of SGI or S3 in either of these
cases, it could cast a very dark cloud
over nVidia's 1998 outlook, not to men-
tion its pending IPO. — Dave Salvator
Technology Horizon Watch
nVidia RIVA TIUT This is nVidia's next-genera-
tion 2D/30 graphics accelerator, which may well
out-perform two — yes two — Voodoo^ boards run-
ning SLI. The TNT should have a fill rate of 200-
2S0IV1pixels/sec, as compared to twin Voodooes,
which are generally in the 180-200Mpixels/sec
range. ETA; Q3 '98
3Dfx Banshee This will be 3Dfx's first integrated
2D/3D accelerator. The Banshee will also be 3Dfx's
first large-scale entree into the lucrative OEM/sys-
tem makers side of the graphics business, in which
about two-thirds of all graphics chips are sold.
Performance numbers on the as-yet-unannounced
part are very sketchy, but we've heard rumors that
its 2D performance will be very competitive, which
was a weakness in 3Dfx's Voodoo Rush chipset.
ETA: Q4 '98
FireWire Also known, as IEEE 1394, this is a high-
bandwidth bus (400Megabits/sec, or
50Megabytes/sec) that will support high-quality
digital video, hard drives, and other storage
devices. Al! FireWire devices will be hot-swappable,
meaning you can attach/detach devices and imme-
diately be able to use them while your machine is
still turned on. ETA: Q4 '98
AMD K6 3D-I- AMD's next X86 CPU will feature
AMD's own set of floating-point instruction exten-
sions designed specifically to accelerate Direct3D's
geometry engine. These new instructions could
very well give AMO a floating-point performance
edge over Intel — an industry first — at least until
Intel's Katmai processors ship. ETA: Q2 '98
Intel Katmai Intel's next round of CPUs, with
anticipated clock speeds of 450-500MHz. In addi-
tional to the higher clock speed, Katmai CPUs will
also feature what Intel has clumsily dubbed
"Katmai New Instructions," a name given to avoid
calling these new instruction-set extensions MMK2.
Among the other things these instructions will
speed up will be Direct3D's geometry engine (in
DX6), allowing these CPUs to crank more polygons
per second. ETA; Q4 '98
Intel IA-64 Intel's next-next-generation of proces-
sors will be a substantial departure from its tradi-
tional X86 CISC-based architecture. This new 64-bit
CPU will use a new set of Very Long instruction
Word (VLIW) instructions, and use a technology
termed EPIC (Explicitly Parallel Instruction
Computing) to facilitate execution of instructions
in parallel. ETA: Q4 '99
v.compule/gaming.t
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Hi
studio Quality Sound that
HOOD
Stupid Human Tricks
Or, Brilliant Boneheaded Blunders Revealed
I hen I get a lech-
f nical question, it
often begins, "I
think I may have
done something
reaiiy stupid."
This usualiy
revoives around
some kind of installation issue. All
I can say to any of you is that if
you think you've done something
stupid, well, you've got nothing
on me. I've committed more than
my share of great gaffes — worse.
I've done some of them over and
over again. Here are a few of
my... uh... favorites.
The Mystery of the
Hard Drive Lockup
Recently, 1 installed Windows
98 Release Candidate 2 on my
production system. (Those of you
who are wincing are right — what
the heck was I thinking?)
After the install, my system
mysteriously began locking up.
Usually, one of my two hard drives
would seize up. I thought I had a
hard-drive problem, and I thought
it was because of Windows 98, so
I tried all kinds of things, including
installing updates, uninstalling
features, and so on. Nothing
worked. I began contemplating
either moving to Nepal or restor-
ing Windows 95 to my system. The
situation got so bad that one
my system case. I slapped in the
new drive and boxed up the old
one to send to the vendor. You
may imagine my unprintable mut-
terings about incompetent hard-
drive companies.
I rebooted, and everything
worked for a bit. Then the hard
drive seized up— the new one,
that is. I stared at my still-open
case, and then ripped out the
removable drive bay and closely
examined the two hard drives.
Guess what? They were both ter-
minated. Here I was, with two
SCSI drives in the middle of the
chain, and the termination was
active on both. After doing a
Charlie Brown and banging my
you actually did it. Always go back
and check the obvious. I positively
knew I couldn't do something as
dumb as forgetting to remove the
termination jumpers. Oh, well.
The PIIX4
Mystery Patch
Windows 95, up through OSR
2.5, doesn't really understand the
PI 1X4 chip. This chip is part of the
Intel 430TX, 440LX, and 440BX
chipsets. In the course of perform-
ing so many product tests, I get to
install Windows 95. A lot.
So there I am, swearing at the
system because of some weird
glitch, like an IRQ not being
assigned to a graphics card that
limply because you knew the righUhjn
TO do, doesn't met
mean you actually did J
Saturday afternoon, I rushed out
to a computer shop and bought a
new hard drive.
As many of you know, I use
SCSI peripherals. So here I was, in
the heat of anger, ripping open
head on the wall, I removed the
termination jumpers, and every-
thing has worked perfectly since.
The moral of the story is this:
Simply because you knew the
right thing to do, doesn't mean
Email Notes
As you can probably guess, I get tons of email. The
messages take one of several forms, for
the most part. There's the "Can
you answer this question,” in which
people try to get a little tech sup-
port— which is a sad commen-
tary on the state of companies'
own tech support. Then there's
the “What {insert device here]
should I buy?" Most often, these con-
cern either whole systems or 3D graphics cards. Finally,
there's the "Did you know...?" in which people let me in
on their favorite new gear (I love these messages).
I like reading email, and I respond to most of it.
However, I want to lay down a few ground rules. First if
you have some kind of technical question, please
tell me your system specs. If you don't I'll have
to ask you in a reply, which makes the process
harder than it has to be. Second, include your
complete email address in the header, so I can
just hit "reply." I promise on a stack of CGWs
that I won't turn your address over to spammers.
Finally, if you're telling me about something cool, give
me a contact whether it's a phone number or a URL
Oh, by the way, loyd@uncertainty.com is my brand new
email address.
requires it. Every time this hap-
pens, I go to the Device Manager,
and discover a host of system
devices under the dreaded "?"
heading. Ya know, minor things
like the PCI bus, or the PCI-to-ISA
bridge. Naturally, 1 scratch my
head, then I realize that I haven't
installed the PIIX4 patch. And this
happens to me nearly every
damned time.
This " patch " is really just an
INF file that describes the mother-
board resource list to Windows
95. Without it, Windows uses its
own files, which are now out-
dated. Most system and mother-
board vendors supply a floppy or
CD with the PIIX4 update. After
installing it — it's like reinstalling
the OS — Windows suddenly dis-
covers a trove of new devices.
Continued on 163
COMPUTER GAMING WORLD • AUGUST 1998
A
These are our top picks for each component of your system.* You can use this list to build your
dream system all at once, or to upgrade select components. All products have been tested using
Ziff-Davis benchmarks and/or a variety of games. Compiled by Dave Salvator and Loyd Case
MO HOLDS
BARRED
COMPONENT
PRODUCT
PRICE
WEB ADDRESS
Motherboard
ASUSP2B-LS
$400
www.asus.com
CPU
Pentium 11/400
$750
www.intel.com
Memory
128MB PC100 SDRAM
$400
N/A
Disk Controller
Built-in Ultra2 SCSI
N/A
N/A
Primary Graphics
Canopus Total3D/128V AGP
$229
www.canopuscorp.com
Secondary Graphics
QuantumBD Obsidian X24
S595
www.quantum3d.com
Hard Drive
Seagate Cheetah 9LP
$1,000
www.seagate.com
CD-ROM /DVD
Plextor Ultraplex
$225
www.plextor.com
Monitor
21 -inch Trinitron
$1,500
www.sony.com
Primary Audio
Diamond Monster Sound MX200
$115
www.diamondmm.com
MIDI
Roland SCD-15
$180
www.edirol.com
Secortdary Audio
AWE-64 Gold
$150
www.soundblaster.com
Speakers
LFT-11
$600
www.eminent-tech.com
Modem
3Com ImpactlQ
$200
www.3com.com
Networking
Built-in Intel 10/100 chip
N/A
N/A
Case
In-Win IQ500
$115
www.in-win.com
Power Supply
Turfaocool 300
$129
www.pcpowercooling.com
Keyboard
MS Natural Keyboard
S’69
www.microsoft.com/hardware
Mouse/Pointinq Device
Logitech Mouseman Plus
$59
www.logitech.com
Action Game Controller
Rage 3D
$29
www.saitek.com
Flight Controls
Saitek X-36 -pThrustMaster RCS
$229
www.thrustmaster.com
Driving Controls
TSW
$360
http://soli.inav.net/-thoma5/
LEAN & MEAN
COMPONENT
PRODUCT
PRICE
WEB ADDRESS
Motherboard
ABIT BX6
$149
www.abit.com.lw
CPU
Pentium 11/300
$375
www.intel.com
Memory
64M8 SDRAM
$115
N/A
Disk Controller
Built-in UDMA/33
SO
N/A
Primary Graphics
Real3D Starfighter
$140
www.real3d.com
Secondary Graphics
Diamond Monster 3D II SMB
$220
www.diamondmm.com
Hard Drive
Seagate Medalist Pro 6.5
$350
www.seagate.com
CD-ROM /DVD
Asus 34X CD drive
$90
www.asu5.com
Monitor
Optiquest Q71
$350
www.optiquest.com
Primary Audio
Turtle Beach Montego
$99
www.voyetra.com
Speakers
Cambridge PC Works
$99
www.bo5tonacoustics.com
Modem
US Robotics V.90
$150
www.3com.com
Case
Elan Vital T10AB
$90
www.elanvital.com.tw
Power Supply
Built-in, 230W
$0
N/A
Keyboard
MS Natural
$69
www.microsoft.com/hardware
Mouse/Pointing Device
Logitech Mouseman
$49
www.loqitech.com
Action Game Controller
ThrustMaster RaqeSD
$29
www.thru5tmaster.com
Flight Controls
CH FI 6 Combat Stick
$49
www.chproducls.com
*We have made every effort fo ensure this information would be timely and accurate.
However, new hardware is constantly being released, and magazine production and distribution involves an 8-1 0 week delay, in cases where new
products were close to release at presstime, we have kept our current top choice so that we only recommend finished products we have tested.
tCOMPUTER GAMING WORLD » AUGUST 1998
v.computergaming.c
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The future of gaming
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• Positional 3D Audio With 2 Or 4 Speakers
• 6/(-Voice Hardware Wavetable
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• Drastically Outperforms ISA Sound Cards
•Accelerates DirectSound, DirectSoundsD,
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• Includes Hot 3D Games Like Incomingr
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Enter the Monster Sound MXzoo
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Ground fire blasting on your right. Laser
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behind you. Because with Diamond
Monster Sound MX200 PCI audio card,
you’re surrounded with amazingly real, true positional 3D sound. Plug in
either 2 or 4 speakers, strap on your headphones, and experience the
incredible 3D positional audio for the ultimate gaming experience. Monster
Sound MX200 brings 64 voice hardware wavetable synthesizer, with Roland
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® 1998 Diamond Multimedia Systems. Inc. All rights reserved. Diamond and the Diamond logo are registered trademarks of Diamond Multimedia Systems, Inc. Monster Sound Isa trademark of Diamond
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MILLENNIA 266
MILLENNIA 333
> 266MHz Intel Pentium n
processor
• 32MB SDRAM
• 4.3GB Ultra ATA hard drive
• 17" Micron 700FGx,
.26dp monitor (16" display)
• 82440LX chip set
< 512K8 internal cache,
2MB flash BIOS
• 3.5" floppy drive
• 32X ElOE variable speed
CD-ROM drive
• 128-bit AGP Diamond Viper
V330 (nVidia), 4MB EDO
SGRAM & MPEG
• Integrated 32-voice Wavetable
30 stereo sound
• Advent AV009 stereo
speakers
• 56K x2 data/fax modem*
■ 104-key enhanced keyboard
• Microsoft"' IntelliMouse^’
• Microsoft Windows" 95 and
Microsoft Plus!
• Microsoft Office 97
Small Business Edition
■ 5-year/3-year Micron
PoweH*' limited warranty
> 333MHz Intel Pentium II
$1C4Q $66/mo'
1 1 W"T%f Consumer Lease
processor
• 64MB SDRAM
• 6.4GB Ultra ATA hard drive
• 17" Micron 700F6x,
.26dp monitor (16" display)
• 82440LX chip set
• 512KB internal cache,
2MB flash BIOS
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CD-ROM drive
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3D stereo sound
• Advent AV009 stereo
speakers
• 56Kx2 data/fax modem*
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• 100MB Iomega Zip drive
• DVD-ROM drive and PCI
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■ 128‘bit AGP Diamond Viper
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REVIEW • TURTLE BEACH MONTEGO
Turtle Beach Hits a High Note
by Loyd Case
A ureal's A3D positional-
audio technology is slowly
seeping into more main-
stream hardware. The
Montego is the latest card
to boast Aureal's new
Vortex chip, a single-chip imple-
mentation of the A3D architecture.
It supports DirectSound 3D acceler-
ation, runs most DOS titles, and
APPEAL; Gamers waiting for a cost-
effective PCt-based A3D card.
PROS: Robust MIDI; clean digital
audio; amazing A3D effects.
CONS; Some digital joysticks may not
work; drivers may have some bugs.
Price: 5129.95
Manufacture!: Turtle Beach/Voyeira
(800) 233-9377
even sports a MIDI daughtercard
connector, for those of us who still
love our Roland SCD-15s,
The Montego is a tiny card, but
its size belies the sound that
comes out of it. Like many modern
PCI sound cards, the Montego uses
system memory to store the
wavetable samples, but MIDI
music is a full hardware implemen-
tation. There are several settings in
the Montego's control panel for
MIDI quality; the
best setting uses
more system RAM,
but the sound
quality is pretty
good. Horns were
a bit lacking, but
the acoustic piano
sounded fine. Since
I attached a
Roland SCD-15
Sound Canvas
daughtercard to
the Montego, it was easy to do an
A/B comparison. The Montego's
highest quality sounds weren't
quite up to the Roland's standards,
but they were still pretty darned
good. The game-quality sounds
held their own.
Digital audio is good, and the
card supports full duplex audio.
TheA3D implementation seems
quite effective; JEDi KNIGHT never
sounded so real. The digital sound
is really clean — cranking up the
volume with no signal yielded only
a barely audible hiss. DOS compat-
ibility when booting to the DOS
prompt seemed pretty good. I did
experience one crash with Rage
Software's INCOMING demo — it
consistently generated a
DirectSound error.
One downside to the Montego is
that 1 couldn't get the ThrustMaster
Rage 3D gamepad to work with
the game port, although the
Microsoft digital sticks worked.
Analog joysticks didn't have any
problems. Just make sure your con-
troller works with this card before
you get it.
Overall, the Montego is a clean-
sounding, solid implementation of
A3D audio, with good DOS support
to boot. I'm a little concerned
about the drivers, but other than
with INCOMING, I had no problems
with the card. S33
REVIEW • STB VELOCITY 128ZX
Velocity
by Loyd Case
A few months in the 3D card
business changes every-
thing— or so it sometimes
seems. When we reviewed
the original STB Velocity
128 last November, we
were impressed with its combina-
tion of speed and features. Since
then, STB has improved the
Velocity even more, fixing many of
its initial image-quality problems.
APPEAL: Gamers looking to upgrade
to AGP.
PROS: RIVA 128 performance in an
SMB, 2XAGP package.
CONS: Some image quality problems
peraist
Price: $149 (8MB)
Manufaaufer: STB
(972) 234-8750
128ZX Bobs and Weaves
though some polygon cracking and
dithering artifacts still crop up
occasionally. STB has recently
released drivers that add OpenGL
support as well.
So when the Velocity 1 28ZX
arrived on my doorstep, complete
with AGP 2X support and 8MB of
SGRAM, I popped it into my new
400MHz Pentium II and took it out
for a spin. The Velocity 128ZX cur-
rently ships only in an AGP version,
so I couldn't test on our baseline
system. I saw some good things
and some not so good things,
Here's the good; 2D perfor-
mance seems even snappier than
that of the original RIVA 1 28, at
just under 200 for a WinBench's
Business Graphics WinMark at
1024x768x16. The 3D WinBench
score was up in the stratosphere,
too. clocking in at 849 at
640x480, but trailing off to 725 at
800x600, Now, nVidia has added
trilinear filtering and antialiasing
(via supersampling) by taking
advantage of the fill rate of the
chip, but the hardware doesn't
directly support either trilinear fil-
tering or antialiasing.
Game performance was quite
good; the only 3D GameGauge
score that seemed a bit low was
with INCOMING. The 3D Game-
Gauge score at 640x480 came in
at 299, Because the RIVA 128ZX
doesn't have a provision for dis-
abling v-sync, I ran it with moni-
tor refresh rate set at 120Hz. My
test-bed was CCW's high-end
Ultimate Gaming Machine, a
400MHz Pentium II. The Velocity
128ZX scored the highest 3D
GameGauge number of any AGP
2D/3D card to date.
Here's the bad: If you dial up to
800x600, the 3D GameGauge
score drops about 25 percent, to
225, 1 did notice some polygon
cracking and some dithering arti-
facts in QUAKE II — though, oddly,
not in GLQUAKE. Overall image
quality was slightly lower than
with the Intel i740 cards I've seen.
It's probably not worth upgrad-
ing from a standard RIVA card, but
if you're looking to do a mother-
board upgrade and get a new AGP
card while you're at it, this would
be a good choice. 233
A.
COMPUTER GAMING WORLD » AUGUST 1996
if.computergaming.c
LOYD CASE
GET SCREWED This curious littie gadget mounts under some
new motherboards to provide support
Continued from 157
asks for the Windows CD and
installs new drivers. After sever-
al reboots, things usually are
working fine.
The Pentium II
Support Bracket
I've probably installed and
set up several dozen Pentium II
systems by now. If you've taken
a close look at a Pentium II
motherboard, you'll notice that
the CPU is held in place by a
vertical bracket. You slide the
Pentium II slot one cartridge
into the bracket and it snaps
into place, If you're a sus-
penders-and-belt kind of human
(or you have an unusually heavy
fan), you might also install the
fan support bracket.
The Pentium II support brack-
et is fastened to the mother-
board with a weird little plastic
gizmo that has two screws
attached to it. You insert these
into the underside of the moth-
erboard, straddling the slot one
socket. You then screw down
the bracket into the screws (see
the picture).
About 9 times out of 10, 1
screw the motherboard into the
case, only to discover that I've
neglected to insert the @#$%&
screw gizmos, which means the
support bracket has no way of
being fastened down. I have to
completely remove the mother-
board and install the blasted
things, As an aside, one of the
small — but significant — reasons
I like ASUS motherboards is that
they glue the bracket screws
onto the motherboard, so I can
never forget them.
Mea Culpa
and All That...
So if you find yourself feeling
dumb, just remember the so-
called tech guy here at CGW.
You may think you've pulled a
real boneheaded move — but I
betcha I can match it.
Tech Tips
Windows Intallation IVIade Easy
Reinstalling Windows is a headache. It's a headache, because you usually
need to have all your driver disks and any Windows updates. I've finally
seen the light, and I now use a partition image tool. These utilities will
take a snapshot of an entire partition (or even disks with multiple parti-
tions). If you need to get back to a known good state, then you can just
reinstall the snapshot of the partition (assuming no hardware has
changed). I install Windows, all my drivers, and all my applications. I then
take a snapshot of the partition. It's as easy as that
Good examples of partition image tools include Drive Image ,by
PowerQuest (www.powerquest.com), and Ghost by Binary Research
(www.ghostsoft.com). Note that Ghost is a professional tool, and a lo-
oser license (the minimum) costs about S200. Drive Image comes in a
personal edition for around $60.
The Drivers Are Here
It's OpenGL driver season, but don't shoot them. Instead, check out the
new drivers from STB, Canopus, and Diamond for their RIVA 128 cards
(full ICD support). The Stealth II now has a mini-GL driver. AH has a beta
driver on its site that works reasonably well (www.atitech.ca). If you
have an Intel 740 card, you should check witii your vendor, because their
ICD may well be out.
v.computergaming.t
Go to #185 @ www.computergaming.com/infolink
REVIEW • DIAMOND MONSTER3D II
Revenge of the Monster
Diamond Returns with a Solid Voodoo^ Performer
by Dave Salvator
iamond put itself on
the 3D graphics map
nearly two years ago
with its 3Dfx Voodoo-
based Monster3D.
Along with Orchid's
Righteous 3D.
Monster3D was the
king of the heap, and the 3D card
to have. In bringing out its
Monster3D II, Diamond opens
itself to a fair question: Can the
company deliver a repeat perfor-
mance? The answer is a qualified
yes. TheVoodoo^-based
Diamond's version 1.01 driver
release seemed to remedy that
problem.
First off, it has to be said that if
you're big-time into QUAKE II, then
3Dfx's Voodoo^ is most likely in
your future. Diamond's implemen-
tation comes in either an SMB or
12MB configuration, and you can
buy a second board with the same
memory configuration and run the
two together using 3Dfx's scan-line
interleave (SLI) technology. Of
course, two boards eat two PCI
slots, so that may not be an option
if you have SRO in your rig (not to
mention the added cost).
SOLID AS A ROCK The Diamond MonsterSD II rates as a solid
performer across all categories.
The second-generation MonsterSD II is no slouch when it
comes to accelerating DirectSD, with very solid 3D
GameGauge scores running at both 640x480 and 800x600.
Monster3D II does the job, though
we did encounter a few bumps in
the road running two boards in SLI
mode (which Diamond calls its
MegaMonster configuration).
Installation is pretty straight-
forward: Plug the board into an
open PCI slot, fire up your system,
and feed a driver CD and you
should be good to go. In our early
testing, we saw some lockups
running 3D WinBench with two
boards in SLI mode, though
APPEAL: Gamers looking for across-
the-board solid 3D performance.
PROS: Solid performer all around; good
headroom for future games.
CONS: No single-board support for
1024x768; expensive.
REQUIREMENTS:! PCI slot; 2 for
SLI configuration.
Price: S299(12MB), S249 (8MB)
Manufanurer: Diamond Mollimedia
Sunnyvale, CA
(800)468-5846
v.diamondmm.c
In terms of numbers, there
aren't really any big surprises here.
Clearly, for QUAKE and QUAKE II, a
Voodoo^-based board is the thing
to have. And the second-genera-
tion Monster3D II is no slouch
when it comes to accelerating
Direct3D, with very solid 3D
GameGauge scores running at
both 640x480 and 800x600. Also,
when I ran the Glide versions of
F22 and TUROK, i saw several
impressive jumps, most notably
with two boards running in SLI.
One thing to appreciate is the
Monster3D H's frame-rate of
142.6fps running FORSAKEN at
640x480 on a single board. This is
a pretty absurd number when
taken as only a frame-rate, but it
shows that the Voodoo^ chipset
has lots of headroom.
Monster3D H's solid perfor-
mance, coupled with a bundle that
includes BATTLEZONE and
INCOMING (as well as a sampler of
five EA titles), makes for a solid
offering. And while a second board
will deliver more performance, it's
debatable how necessary that
option really is.
1 GAMEGAUGE
One 12MB Board
FOBSAKEN
QUAKE
QUAKE II
INCOMING
F22ADF
TUROK
GAMEGAUGE
AVERAGE
640x480
142.6
107.3
67
62.34
32.43
67.7
479.4
79.9
800x600
100.84
' 71:?
57.7
56.26
30.93
" 51.88 **■
369.S
• •’61.6 '
Two 12M8 (SLI)
FORSAKEN
QUAKE
QUAKE II
INCOMING
F22ADF
TUROK
GAMEGAUGE
AVERAGE
640x480
170.22
133.9
67.4
61.42
33.9
73.35
540.2
90.0
' 800x600
156.82
' fi9:6 •
fe.9
63.08
26.57 “
505.9 •'
84.3
FORSAKEN
QUAKE
640x480
33.71
71.8
800x600
'■ 38.71'' '
' WA""-
_ ..... . .. .
640x480
37.27
104.6
800x600
‘ 39.47
N/A
3D WinBench
Two 12MB Boards (SLI)
662
640x480
668
800x600
63S
668
A
COMPUTER GAMING WORLD » AUGUST 1998
v.computergaming.t
REVIEW • CANOPUS PURE3D II
Canopus' Cooler Voodoo^
by Loyd Case
(anopus prides itself on ship-
ping graphics cards that
aren't identical to the chip-
maker's reference design.
The Pure3D II is no excep-
tion. The first thing that
caught my eye when I pulled the
antistatic envelope from the box
was how short the board is. The
next thing I noticed is the fan. Yes,
APPEAL Gamers looking tor
Voodoo^ with TV out.
PROS: TV out; versatile control panel;
compact size.
CONS; SLI connector makes SLI
installation difficult; no real perfor-
mance difference; fan seems like a
gimmick.
Pike: $329 (12MB), $279 (12MB/sans TV-out)
Manufacturer Canopus Corp.
868-2533
we now have a graphics card with
a cooling fan built in. The last item
of note was the location of the SLI
connector — more on that later.
The PureSD II also has TV out;
there are both composite and S-
video connectors, although I didn't
test that particular feature. The
control panel differs slightly from
the 3Dfx reference version, but
navigation is straightfonvard.
Pure3D II comes with some other
utilities supplied, including a
launcher bar that sits opposite the
Windows 95 task bar. I didn't find
it all that useful. It can also adjust
the gamma settings with keyboard
hot-keys, a very handy feature.
Performance is quite good, better
than most of the Voodoo^ boards
we've seen. Canopus claims you
can clock the card to 100MHz, but
even with the fan, we experienced
frequent lockups at clock rates over
95MHz. However, 95MHz was very
stable. On the 400MH2 Pentium li,
CGWs 3D GameGauge clocked in
at 565; the score on the ZOOMHz
Pentium MMX system was 281 . The
3D WinBench scores were 889 and
350, respectively.
Finally, the SLI connector is a bit
problematic. It's located in the cen-
ter of the card, and the SLI cable is
around 6 inches long. Adding a
second Pure3D II means you have
to pull out the original, connect the
cable while the boards are out and
install the boards with the cable
attached — it's rather like juggling.
The Pure3D is a nice implemen-
tation of Voodoo^ It fits better into
a cramped case than do most
Voodoo^ boards, but the perfor-
mance isn't really different from
those other Voodoo^ boards. At
S329, there are cheaper boards out
there, though Canopus has recently
announced the Pure 3D II LX,
which deletes TV out and reduces
the price to $279. That one may be
the board to get.
Resolution; 640x430x16
3DWB98
FORSAKEN
INCOMING
TUROK
QUAKE II QUAKE
F-22ADF
3060
OnaPlIMpO.
389
158.61
.80.91
'80.79
86.2
. 1T3.6.
On a Pentium MMX 200
Resolution: 800x600x16
350
80.71
26.24
36.78
36.2
86.3
14.78
281.01
OnaPIIMQO
786 ..
101.07.
59.76 .....
5S^ _
.59.6;.
j:46;o7iV
I395154M
On a Pentium MMX 200
350
72.13
26
35.49
35.6
70.2
16.04
255.46
REVIEW • GRAVIS XTERAAINATOR
Doing It All
by JoeVallina
Naybe you're looking to
branch out and play a
wider variety of games,
but one of the things
holding you back is the
prospect of having to
buy a bunch of different con-
trollers. Gravis may have an inter-
esting alternative for you. Its new
Xterminator tries to be all things to
Labs I
'k-'k -A ik -A
APPEAL Casual gamers looking for a
versatile controller.
PROS: Can be used with almost arty
genre of game.
CONS: Some avtrftward button place-
ment no pass-through provision for non-
GrlP controllers.
Price: $49.95
Manufacturer: Gravis
(650) 572-2700
all gamers and, surprisingly, doesn't
do a bad job at it. The gamepad
sports 10 programmable buttons, 2
directional pads, 2 graduated flip-
pers, a slider (throttle), and a four-
direction hat. When used as a stan-
dard gamepad in sports or action
games, the Xterminator functions
pretty much as expected. The only
potential problem stems from the
A, B, C and X, Y, Z buttons being
set a little high on the face of the
controller, so it's easy to mistake
the C button for the Z button in the
heat of battle. But this minor
annoyance is offset by the pres-
ence of the proportional directional
pad, which has a smooth, joystick-
like feel. It is much less tiring than
the traditional d-pad in long game
sessions (although the Xterminator
has the traditional pad as well,
should you want to use it).
While hard-core flight simmers
will probably want to stick with
their favorite joystick/throttle com-
bination, the casual sim fan will
find that the Xterminator fits the
bill perfectly. Using the controller's
Keyset Manager, I had no trouble
reprogramming the buttons on the
Xterminator to fly JANE'S F-1 5.
There are more than enough but-
tons for essential functions, and,
again, the proportional d-pad
worked like a charm. If you should
find the need for more buttons, the
Xterminator features a Hot-Set
switch button that allows the other
buttons on the pad to pull double-
duty. Casual racing fans will find it
an adequate substitute for both a
steering wheel and
pedals.
The pad has a
built-in connector
on the back of its
plug so you can
link up two
Xterminators (or
one Xterminator and any other
Grip technology controller). There
is, however, no pass-through func-
tionality for non-GrIP controllers,
which is annoying.
The Xterminator is a good buy
for gamers who casually enjoy a
variety of game styles, but don't
want to shell out the big bucks for
a joystick, throttle, pedals, steering
wheel, and gamepad. If you have
very specialized gaming tastes, by
all means get yourself the special-
ized controllers; but if you haven't
committed to a specific genre, this
may be the jack-of-all-trades you're
looking for.
COMPUTER GAMING WORLD « AUGUST 1998
A
/.compute rgaming.c
'■A
comingi this fall
' check it out at
www.jaggedalliance.com
SIRTECH
To order, visit your local retailer.
Go to #125 @ www.computergaming.com/infolink
THE MOST TRUSTED REVIEWS FOR 16 YEARS
"Now you can target individual limbs for
dismemberment instead of taking
general swings, a step up from JEDI
Knight's lightsaber duels. "
— Thierry "Scooter" Nguyen, reviewing
DIE BY THE SWORD.
This MontiH CGW Editors' Choice games are indicated in red.
GAME
RATING
PAGE
Bridge Deluxe II with Omar Sharif
A: A- A A A
224
ChronX
* A * * *
220
Die by the Sword
A A A A A
174
Forsaken
A A A A A
178
FPS Ski Racing
A A A A A
214
The Golf Pro
A A A A A
211
HardBall 6
A A A A A
208
High Heat
A A A A A
204
Kuba
A A A A A
224
Liberation Day
A A A A A
221
M-1 Tank Platoon II
A A A A A
185
Mastermind
224
\ MIGHT AND MAGIC VI
A A A A A 180 \
Outwars
A A A A A
176
Panzer Commander
A A A A A
194
Soldiers at War
A A A A A
216
TOTAL ANNIHILATION: cloRE CONTINGENCY
A A A A
2171
Triple Play 99
A A A A A
202
{world CUP 98
201 \
The Game Genres
Our reviews are
categorized by genre.
Not every game fits
neatly into a single
genre, but here's how
we define the cate-
gories in general:
Action Games that emphasize
fast gameplay over story or
strategy.
Adventure Games that require
you to solve puzzles to move
through a storyline.
Classicsypuzzle Classics are old
stand-bys such as Chess and
Monopoly. Puzzle games empha-
size problem-solving without
requiring gamers to follow a story.
Role-Playing A subset of
adventure games, these stress
character development through
attributes. The gameworld tends
to be large; the plot less linear.
Simulations Highly realistic
games from a first-person per-
spective, including flight sims and
space simulations
Sports A broad genre encom-
passing action sports games such
as NBA LIVE, strategic sports
games such as FPS Football, and
even driving games such as CART
PRECISION RACING,
Strategy Problem-solving and
planning are the keys here. These
games emphasize resource and
risk-management Includes con-
flict-based sci-fi and fantasy
games as well as construction pro-
grams like SIMCity,
Wargames A subset of strategy
games, these recreate historical
conflicts from a command per-
spective. They may be tactical,
operational, or strategic
How Do We Rate? We review only finished products, not prerelease versions. The ratings are as follows:
•k -k -k -k -A
Outstanding The rare
game that gets it all right.
A must-play experience.
k k k k k
Very Good Worthy of
your time and money, but
there are drawbacks.
k k k k k
Average Either an ambi-
tious design with major
flaws, or simply vanilla.
k k k k k
Weak Seriously lacking in
play value, poorly conceived,
or just another clone.
k k k k k
Abysmal The rare game
that gets it all wrong.
Pathetic. Coaster material.
www.computergaming.t
COMPUTER GAMING WORLD » AUGUST 1998
A
Things 'to vo Tod^y
1. RoO^^P OP prisoners roR -mE uooN PTrrs.
XX. MrL’S-TT FoRum -to /(ssess carTTS ftna^s.
111. PR/KL-TTCE OO/tV^ -TO -THE PEOPLE ^PoRTNS
IV. HtRE VOTCE CO/tCH -TO HELP PR^T^CE EVTL L^TER.
V. UXTIH CHIET -TO ctkcoes ^ao
VI. SeNP RIV/tL A e/lSKE-T OF POTSONEP FROTT.
VII. Wee-t 3L.PT>rT0Rs FOR -THTS ThoRsp^t's bloopfe^t
yfX tvae CouossEOt-a.
VIII. -r/bCES -TO FUNP r-AORE -T/b< collec.-toR^.
IX. LeC-TORE PUBLUC. on BENEFTTrs OF PRoCREA-TLNG.
X. HtiRe more ntegils -to p/ttRol the slums.
XI. CleoP/ttR/* for pinner
XII. StASE a Fm-wr TH3AG TO HffPEN ON -THE UMt- TO THE FoPU-\.
Xlll. Absolutely pont foRGET to,
CENTURION
This fruii baskci looks dbsoluicly delicious!
It's awfully nice of you (o haye me deliver it
lo your arch rival. 1 thoushi you haieil each
I woiiiicr ij\vi)vih' wouU iiolid’ iin
i.ipplc j
Build, rule and
battle on one
screen-no more
switching between
city, province and
battle screens!
LION TAMER
Tipping the vigil off 10 arrest plebs lor
loitering was ingenious! It's much
cheaper to feed my lions prisoners
than the meal from that farmer.
We'll see how long those gladiators
last against my boys now!
’Visual feedback:
The real-time
effects of the
player's actions are
immediately visible
on screen.
Various terrain sets
include deserts,
forests, mountains
and multiple
elevations.
Construct temples
to various gods of
the Roman
Pantheon and
witness the effects
on your city.
More progressive
career structure
and intuitive
interface mean
more exciting,
longer lasting
gameplay.
ferred back to the
irol - vho Lion Tamer
! piece to round up
for his pets.
Build a Belief Rome
If you arc planning to build a new Colo.sseum as I
suspect, you'll need a lot more money, and a lot more
guys like me to gather it. People who think taking
candy from a baby is wrong just hax en’t bothered to
try it.
www.sierraslLidios.com
Inc. 'tSitiutAir dcsi}inc)ic ir.iclomarks of, or licensed to. Sierra Oi
Go to #186 @ www.computergaming.com/lnfotink
ine. Bellevue; vyA''9WH)7. All R/kllts Reserved.
Sierw On-I.
REVIEW • DIE BY THE SWORD
Off With His Head
Decapitation and Dismemberment Abound
In Interplay's DIE BY THE SWORD
by Thierry Nguyen
hank Lara Croft for mak-
ing it hip to see over your
character's shoulder
rather than through her
eyes. You should also
thank Lara for the wave
of third-person action
games competing for
your attention. One such game is
Interplay's DIE BY THE SWORD, a
fantasy-based, third-person action
game that adds sword fighting to
the mix.
Mortal Fencing
DBTS can be played in three
ways; Quest mode, the single-play-
er game; Arena mode, which is
instant action: and Tournament
mode, in which you advance
through a series of sword duels
and battles in a linear fashion.
E<>^VMRated \
-k 'k "A iK 'A
APPEAL Third-
person action
gamers with time
and patience;
sword-fighting fans.
PROS: Well-done
Quest levels; good
enemy Al; good
character design;
VSIM creates some realistic and exciting
sword duels.
CONS: Quest is too short; save feature
is annoying; too few arenas; learning
curve is steep.
DIFFICULTY: Intennediate.
REQUIREMENTS: Pentium 100,
Windows 95, 16MB RAM, 125MB hard-
drive space, 2x CD-ROM drive, SVGA
graphics card, Sound Blaster-<ampatib!e
sound cards, DirectX 5.0.
3D SUPPORT: 3Dfx, Rendition,
nVidia, Matrox Millennium, DirectBD.
MULTIPLAYER SUPPORT: Modem,
serial connection (2 players); LAN (up to
4 players).
Price: $54.95
Publisher: Tantrum/lnlcrplay Productions
Irvine, CA
(800)468-3775
^RACKED CRYSTAL One puzzle requires that you shatter special
crystals to weaken Rastegar's power — a nice departure from
the standard third-person puzzle fare.
No matter which mode you play,
gameplay essentially boils down to
a series of duels and matches.
Sometimes you might fight one
ore; other times you might face
half a dozen Kobolds. The combat
engine that forms the core of the
gameplay is DBTS's VSIM fighting
model. It gives you total freedom
to wield your sword and offers a
realistic physics and damage
model. Now instead of taking gen-
eral swings, you can target individ-
ual limbs for dismemberment, a
step up from JEDI KNIGHT'S
lightsaber duels.
The Quest mode is good overall.
Although you simply move from
duet to duel through the intercon-
nected levels, the levels are nicely
designed, and the puzzles in them
are better than the standard "key
hunting" fare. In one level, I had to
get onto a raft either by sneaking
aboard or by killing all the enemies.
In another instance, I had to sabo-
tage a dwarven mining machine.
The enemies are well animated
and textured compared to other
third-person games, and their Al is
surprisingly good, Kobolds use
team tactics, skeletons learn to
guard their vulnerable knees, and
the Magmar try to push you into
the lava. There are, of course, some
flaws in their tactics that you can
exploit, but overall, you'll need to
learn new fighting styles for the
various duels.
it's Only a Flesh Wound
There are two main problems
with the Quest mode: saving and
length. The Quest is simply too
short. After eight levels, I found
myself in Rastegar's castle. That's
less than 10 levels! Though each
level is of medium length, it
would've been nice to have more.
Also, you can't save on your own.
Instead, the game saves automati-
cally at certain checkpoints. As a
result, it took me quite a while to
beat Changa (a miniboss), since the
game saves only before and after
you fight him.
The last problem is
that VSIM is very hard
to learn. The basic
mechanics are easy
enough, but using
those mechanics for
anything more than a
basic swing is compli-
cated. Don't expect to
pull off head-lopping
moves in combat; you'll
need to rely on the
move editor for that. It
will take all you have
just to make swings that connect.
As for controls, VSIM works best
with the keyboard, is surprisingly
functional with a joystick, and too
hard to control with a mouse.
The Arena- and Tournament-style
fights are nice, but they offer no
more gameplay than a standard
fighting game. DBTS could have
benefited from more arena and
monster types in those modes.
Overall, DBTS is a good game.
The Quest mode is a fine single-
player game, offering good puzzles
and some smart enemies. If the
Quest mode was longer, if a better
save-game feature existed, and if
VSIM didn't have such a steep
learning curve, DBTS could have
been an Editor's Choice. £2327
COMPUTER GAMING WORLD » AUGUST 1998
i/.computefgaming,(
c
GW Reviews Index
These Are the Games We
Have Reviewed in the Last Three Months
Game
Month
Page
Publisher
CGW Rating
Balls of steel
May
158
GT Interactive
★ ★ ★ A A
Battlezone
June
184
Activision
* ★ ★ ★ ★
Carmageddon Splat Pack
May
154
Interplay
★ ★ ★ ★ ★
Deathmatch Maker 2
June
196
Virtus
Interstate '76: Arsenal
June
189
Activision
A ★ ★ 5*r A
Grand Theft Auto
July
152
ASC Games
★ ★ A At
Hexen II: Portal of Praevus
July
148
Activision
★ ★ ★ At ★
Jedi Knight: Mysteries of the Sith
May
141
LucasArts
* ★ * *
o
Juggernaut
June
192
Head Games
★ ★ ★ A A
&
Redneck Rampage; Suckin' Grits...
May
162
Interplay
Ac ★
Shadow Master
July
146
Psygnosis
★ At * * ★
SubSpace
May
154
Virgin Interactive
★ * * A
Tanarus
May
151
Sony Interactive
★ At ★ A A
Team 47 Goman
May
158
47-Tek
At A' A Ar ★
Touring Car Championship
June
194
Sega
7k At A Ar Ac
Ultimate Race Pro
July
144
MicroProse
★ ★AAA:
Virus
May
162
Sir-Tech
A A A A A
X'Men: The Ravages of Apocalypse
May
142
Wizard Works
AAA :* ■' A
III
Battlespire
May
166
Bethesda Softworks
A A A X- *
ce
3
Beyond Time
May
172
Dreamcatcher Interactive
A .-i-
m
Black Dahlia
July
154
Interplay
A A A A A
a
Of Light & Darkness
June
202
Interplay
A A A A A
Tex Murphy; Overseer
June
197
Access Software
A A A A A
tsj
Creatures; Life Kit #1
June
260
Mindscape
A A A A A
s!
Monty Python's The Meaning of Life
May
197
Panasonic Interactive
A A A A A
Pharaoh's Ascent
June
260
Ambertech
A A A A A
S
Star Trek Pinbaii
June
188
Interplay
A A A A A
u
Star Trek: The Game Show
May
198
Sound Source Interactive
A A A A A
Air Warrior 111
May
177
Interactive Magic
A A A A *
F-15
July
160
Jane's/EA
A A A A A
Si
iF'22 Persian Gulf vS.O
July
162
Interactive Magic
A A A A A
Search and Rescue
June
204
Intense Entertainment
A A A A A
Andretti Racing
May
184
EA Sports
A A A A A
Deer Hunter
July
166
WizardWorks/GT Interactive
AAA ?'• A
GS
O
FI Racing Simulation
July
164
Ubi Soft
A A A A A
t/l
FIFA Road to World Cup 98
June
208
EA Sports
A A A A A
VR Baseball Hardware Accelerated
May
180
interplay
A A A A A
Aide De Camp 2
May
192
HPS Simulations
A A A A A
Armor Command
June
245
Ripcord Games
A A A jir
Dark Reign Expansion...Shadowland
July
195
Activision
A A A A A
Deadlock II
June
257
Accolade
A A -x -.ir- W-
Deeper Dungeons
May
187
EA
A A A >•«■ T '
s
Dragoon
July
197
Art of War
A A A ^ —
U)
East Front Campaign CD 1
July
195
TatonSoft
A A A A
1
Evolution
May
195
Discovery Channel
A
Great Battles of Julius Caesar
July
184
Interactive Magic
A A A A
Magic the Gathering...Pianeswaikers
May
190
MicroProse
A A X * .s
s
Semper Fi
June
254
interactive Magic
A A A A
iA
StarCraft
July
168
Blizzard
A A A A A
Star Wars Rebellion
July
172
LucasArts
A A A )4c A
Storm in the West
June
258
Schwerpunkt
AAAar;-
WarBreeds
July
189
Red Orb
A A A A A
Warhammer: Dark Omen
July
178
Electronic Arts
A A A A
v.computergaming.t
COMPUTER GAMING WORLD « AUGUST 1998
Every time someone dies in QuakeH
Reqiiem Wrom o( the Fallen, 3DO, Cyclone Studios, and the 300 and Cyclone Studios logos, are Ssdemadis or registered tiadornarlis ut The 300 Company in the U.S. anoror other countries. 01998 The 300 Company. All li^ts reserve!
3D0
REVIEW • OUTWARS
Hopping Mad
A 3D Shooter Takes Flight, But Leaves Saving Behind
BUGGERY OUTWARS' posterior view gives you a bigger picture
of the alien-fighting action.
by Ken Brown
There are hundreds of
mediocre games every
year that never aspire to
do more than fulfill a
contract and make
money. That's why it
pains me to criticize an
innovative game for
blindly adhering to console game
design. At its best OUTWARS is
fresh, exciting and fun; at its worst,
it makes you forget its good quali-
ties and contemplate using the two
CDs as clay pigeons.
The recipe: Mix equal parts
Starship Troopers and DOOM, add
juice of one Aliens movie, serve in
TERRA NOVA glass with dead bug
garnish. SingleTrac then added the
concept of rocket-powered flight to
this brainstorming session. Jump
jets were used in the aaion/sim
hybrid TERRA NOVA, but OUTWARS
is essentially a 3D shooter, and it's
APPEAL: 3D
shooter/science
fiction fans who
are looking to go
vertical.
PROS: Fresh and
challenging: jump
jet concept thor-
oughly integrated
into game design; interesting campaign;
good multiplayer support.
CONS; No mid-level save; weak alien
Al; dated graphics; clipping problems can
interfere with gameplay; occasionally
sadistic level design.
DIFFICULTY: Easy.
REQUIREMENTS; Pentium 133,
\Mndows 95, 16M8 RAM, 25MB hard-
drive space, 4x CD-ROM drive, SVGA
graphic, mouse.
3D SUPPORT: DirecOD.
MULTIPLAYER SUPPORT: Head-
to-head via modem, multiplayer on LAN
or the Internet Gaming Zone.
Price: S50
Developer: SingleTrac Studios
Publisher: Microsoft
Redmond, WA
(425) 882-8080
a testament to the developers at
SingleTrac that they thoroughly
integrated rocket-powered flight
into the design. The jets' fuel sup-
ply is limited, but it recharges
quickly, and I found the challenge
of having to monitor my fuel an
interesting aspect of the game.
The setup is that you're a futur-
istic marine training for the
Colonial Defense Force, and your
training turns to deadly reality
when aliens attack the colonies.
You can choose either a male or
female character, fighting your way
through a series of missions as
directed by a base commander. As
the missions progress, you'll get
heavier armor and more weapons,
including laser pulse rifles, a flame-
thrower, fikhette cannon, rockets,
guided missiles, and mines. You'll
even acquire a glider wing, which
functions like a hang glider and
lets you cover vast distances with-
out running out of fuel. You can
play in first- or third-person view,
but I found third-person easier for
glider and jump-jet maneuvering.
The Bug Hunt
The campaign is well-designed,
challenging, and unpredictable.
Sometimes you'll embark on a solo
mission: other times, one or two
squad members will join you. You
can't give complex orders to these
troops, only simple commands like
stay put, attack, retreat, or link up.
Nor can you issue different direc-
tions to different troops. More dis-
appointing, though, was that only
one mission gave me a sense that I
was part of a large military force.
On the other hand, the vastness
of some of the levels and interior
spaces really impressed me. You'll
cover a lot of ground in this game,
and the terrain can vary from lush
scenery to deep mines to space-
ships to gooey alien hives. The lev-
els are huge, and they're usually
fascinating to uncover. There were
enough unique features to keep
my interest — the giant alien queen
being a memorable example.
The problem with the levels —
and the game's
fundamental
problem — is that
you can't save in
mid-level. Here,
SingleTrac's
roots in console
gaming (TWISTED
METAL, JET
MOTO) become
evident. This
wouldn't be a
problem if the
levels were
designed with
more power-ups
or with easier
navigation. But as the game
advances you'll find yourself
replaying levels ad nauseam to
unlock their secrets. OUTWARS' pro-
ducer, Shannon Loftis, told me the
designers thought that a mid-level
save would make the game too
easy. But the solution to that
should have been better creature
Al instead of mazelike level design,
sparse power-ups, and endless,
frustrating repetition.
Graphically, the game is a step
backward for 3D shooters. Textures
look blotchy as you get close,
weapons firing graphics look
dated, power-up graphics are
crude, and the game won't be the
best to show off a 3D card. Most
of the alien creatures look terrible
up close, but I overlooked this
because you're supposed to kill
them from a distance. Besides,
when the aliens attacked I was too
excited to think about their looks,
and I did get a kick out of seeing
fountains of exploding bug guts.
All in ail, OUTWARS brings some
fresh ideas to the 3D-shooter
genre, and it does a good job of
sucking you into its world, i was
entertained early on, but became
increasingly frustrated near the
end. OUTWARS could have been a
first-rate action title. I hope it's the
last good game marred by the lack
of a save feature.
COMPUTER GAMING WORLD » AUGUST 1998
/.computcrgaming.c
ALL GAME
REVIEW • FORSAKEN
Beautiful Bruiser
Acclaim Descends to New Graphic Heights
by Gordon Goble
If the extensive, and some-
what mysterious, PR cam-
paign surrounding Acclaim's
new 3D biastfest, FORSAKEN,
has piqued your interest,
there's a good chance you've
got the same basic question
everyone else seems to have;
"When do I get to play with that
woman on the box?"
FORSAKEN is reminiscent of
DESCENT, with lots of blasting and
flying through confining corridors,
caves, and rooms. And yes, it's a
gorgeous game, a visual showpiece
more breathtaking than EXTREME
ASSAULT and far less gloomy than
its title might suggest. But, sadly,
the startlingly attractive woman
Acclaim has displayed prominently
throughout its hype and plastered
all over the box cover has nothing
to do with gameplay.
The back-story in FORSAKEN
assumes Earth's surface is now a
smoldering shell, thanks to one too
many subatomic experiments. You
APPEAL: Gamers who want to exploit
Iheir 3D accelerators; DESCENT junkies
who need a more explosive fix.
PROS: Big weapons, bigger graphics,
and huge lighting; continuous action;
convincing 'true" 3D environment; big-
time multiplayer fun.
CONS: Constant need to save and re-
load; long loading times; no innovations.
DIFFICULTY: Hard,
REQUIREMENTS: Pentium 166 or
Pentium 133 (with 3D accelerator card),
Windows 95. 16MB RAM, 50MB hard-
drive space, 4x CD-ROM drivft DirectX-
compadble sound card.
3D SUPPORT: Direct3D.
MULTIPLAYER SUPPORT: Modem,
serial cable (2 players), LAN, Kali (up to
16 players).
Price: $49.95
Publisher: Acclaim Entertainment
Glen Cove, NY
(516) 656-5000
are a ruthless mercenary riding an
"anti-grav pioncycle," ready to
plunder this new wasteland for all
it's worth. You'll battle other inter-
stellar looters and a huge variety of
mechanical monstrosities in your
quest for untold riches, Weapons,
armor, and power-ups are all yours
for the taking, whether you stum-
ble across them or pick them up
off the biker you just fragged.
Too Tough to Handle
The game features 1 5 linear, yet
marginally confounding, levels —
some of which have time restric-
tions. Veteran first-person gamers
will want to note that FORSAKEN is
so chock-full of evil that even
"Easy" mode is tough, with more
airborne craft, ground vehicles,
fixed emplacements, and explosive
mines than you can shake a
Pyrolite Rifle at.
Even worse, FORSAKEN's adver-
saries have a penchant for materi-
alizing out of thin air. And although
they will pursue you and dodge
approaching ordnance, there is no
rhyme or reason to their travels.
Worse still, fixed guns sometimes
appear in previously "cleaned"
rooms, mines sometimes pop up
only as you pass over them, and
collapsing roofs come into sight
only after you proceed beneath
them. This is one dastardly title,
made bearable on/y by the fact
that game saves can be executed
LOAD IT UP...AGAIN
FORSAKEN is a visual treat,
but its gameplay can get
repetitive. You'll die often
and reload often. This is one
tough game.
at any time.
Frustrating?
Yes, especially when
game load times some-
times approached 20 sec-
onds on my P200 rig with
its 12x CD-ROM drive.
Thankfully, available weaponry
is plentiful and can be downright
amazing. My current favorite is the
"Pine Mine," a floating missile
platform that ignores the depositor
while blowing the bejesus out of
any enemy in the vicinity.
She's a Beauty
Speaking of blowing up stuff,
FORSAKEN is indeed a cataclysmic
affair, If my Voodoo^-enhanced sys-
tem is any indication, owners of 3D
accelerators will savor a fiery.
EAT MY DUST
This is Nubia, one of the many
intergalactic mercenaries you
compete against to plunder
the treasures in the bowels of
our irradiated Earth.
acceleration will have to take a
substantial detail hit just to get
frame-rates up to snuff. And even
then, the visuals are not nearly as
SHINE A LIGHT ON ME With 3D acceleration, the graphics are
spectacular, featuring lots of great lighting, ftanslucencies,
shading, and all sorts of visual goodies. Without acceleration,
however, FORSAKEN is far from breathtaking.
effects-laden experience that sur-
passes virtually every other game
in existence. Lighting, shading,
blending, underwater effects — all
the reasons that you buy a 3D card
are showcased here in spectacular
state-of-the-art style. One firefight
was so earth-shaking {culminating
in searing white light, severe
screen shake, and cranium-rocking
audio bursts), I was certain my
monitor had imploded!
Sadly, gamers without hardware
spectacular. Nevertheless, objects
are at least as solid as those in
QUAKE, and are beautifully defined
through multiple textures, making
this gameworld very convincing.
With multiplayer support for up
to 16 trigger-happy warriors and
an overtly sexist/sexy FORSAKEN
babe calendar included in the box.
Acclaim's latest is a sensory joy,
even if the gameplay is a bit too
tough and the underlying concept
none too original. TCd'.v
k COMPUTER GAMING WORLD • AUGUST 1998
ii.computergaming.com
www.sierrastuiJios. com
STUDIOS All nglits rcscn^U.
Go to #099 @ www.computergaming.coin/infolink
relic
REVIEW • MIGHT AND MAGIC VI: THE MANDATE OF HEAVEN
Heaven Sent
The Classic M&M RPG Series Makes a Triumphant Return
by Scorpia
It's been so long since a new
MIGHT & MAGIC was released
that fans of the popular fan-
tasy role-playing series were
beginning to fear that they
would never see one again.
There was plenty of talk, but
nothing in the way of prod-
uct, as New World Computing
shifted its focus to the HEROES OF
MIGHT AND MAGIC Strategy games
instead. Now, MIGHT AND MAGIC
VI: THE MANDATE OF HEAVEN is
here at last, and there is, indeed,
much to talk about.
The storyline, set in the HEROES
world of Enroth, is typical RPG
fare: King Roland of the ironfist
line has disappeared; in the wake
of his disappearance has come a
multitude of bad omens, disasters,
evil cults, and hordes of monsters
roaming the countryside. People
APPEAL: All fan-
tasy RPG fans,
especially MIGHT
AND MAGIC
groupies.
PROS: Epic
game; challenging
gam^lay; immer-
sive 3D graphics;
great tum-based/real-time combat
system: addictive.
CONS: Characters start out too weak
and advance slowly; all races eliminated
from previous games except humans;
game is balanced very tough against
players.
DIFFICULTY: Intermediate.
SYSTEM REQUIREMENTS:
Pentium 90, Windows 95 or NT, 1 6MB
RAM, 200MB hard-drive space, 4x CD-
ROM, PC1 1 MB VRAM graphics card,
sound card.
3D SUPPORT: None.
MULTIPLAYER SUPPORT: Nona
Price: $■19.95
Developer; New World Computing
Publisher; 3D0
Redwood City, CA
(■1)5) 261-3000
are even beginning to think that
the Ironfist dynasty has lost "the
mandate of heaven," its divine
right to rule.
Everything Old
Is New Again
The basic framework is standard
MIGHT & MAGIC, familiar to all
who have played the series. Your
party of adventurers visits various
towns and castles to take on
quests for glory, money, goodies,
and — what's most important —
experience. Beyond that, however,
much has changed.
Party size has been reduced
from six to four persons. Human is
the only race available; you can say
goodbye to those Half-Ore knights
and Elven mages. Professions have
also been downsized to six: knight,
paladin, archer, cleric, sorcerer, and
druid. These classes do retain their
abilities. Paladins still get cleric
spells, archers learn sorcerer magic,
and druids combine both cleric and
sorcerer abilities.
But, despite the downsizing, life
isn't as simple as it used to be. The
really big change is the move to a
skill-based system. Everythingls
now a skill. You can't cast a spell,
wield a sword, or wear armor with-
out the appropriate skill. Sorcerer
magic has been split into the four
schools of earth, air, fire, and
water — each considered a sepa-
rate skill. Likewise, cleric magic is
divided among mind, body, and
spirit. A character must have the
skill in that school of magic before
he or she can learn (and cast)
spells from it. It's the same for
weapons and armor. You must
have the sword skill, for instance,
before you can even equip a
sword, or chain skill before you can
wear chain-mail armor.
There are more complications,
however. Just having these skills
isn't enough; they must be
improved over time. Skills have
ranks — starting at 1 — and these
ranks determine how well the per-
son does when using the skill.
Improving skills is done with points
obtained when you level up. The
trick is, the number of points
required increases every time you
advance a level, making skill
improvement a very slow process.
Character creation has changed
greatly in the light of this new skill
system. There is no more dice-
rolling. When you choose a profes-
sion, it comes with preset statistics
(the familiar group of might, intel-
lect, personality, speed, luck,
endurance, and accuracy) and two
skills. You then pick two more
starting skills for the character
from a list that varies by class.
Finally, you increase the stats of
your choice for all four characters
COMPUTER GAMING WORLD « AUGUST 1998
i'.computergatning.i;
EVERYTHING is
now a skill. You
can't cast a spell,
wield a sword, or
wear armor
without the
appropriate skill.
from a pool of 50 bonus points. To
learn any new skills, you'll have to
join the appropriate guild and pay
a (usually inexpensive) fee.
Mad Monster Party
The next big change is that
towns are no longer monster-
infested lairs. For the first time in
the series, people walk the streets
and live in the houses. You can
even talk to them. Conversations
are limited, though; generally, peo-
ple have only small bits of informa-
tion to relate. It's necessary to
check ail the buildings, however,
since that's where trainers, guild
memberships, and the occasional
person with a quest are found.
Combat, as you may have
heard, can be in realtime or turn-
based. Given the speed and zig-
zag movement of most opponents,
turn-based is the mode of choice
most of the time. Simply hitting the
Enter key initiates turn-based com-
bat— although if a monster was
already shooting off a spell or mis-
sile, that action will complete
before everything freezes. The party
can't move, except to turn in place,
while the turn mode is active.
Monsters, however, can move
freely around the area when their
own turns come up. Of course, you
can hit Enter again at any time to
break out of turn mode, at which
point you can either flee or move
around at will.
The gameworld is unbelievably
huge, and traveling around the
land is accomplished by various
methods: taking passage on a ship;
hiring a coach; walking; or using
those two old spellbook favorites.
Town Portal and Lloyd's Beacon.
The game sports a new look in its
maps, too. A small one in the upper
right displays your immediate sur-
roundings. With the Wizard Eye
spell active, it also shows locations
of people as green squares, hos-
tiles as red ones, and goodies to
pick up as blue ones. The world
map displays the entire sector or
dungeon level, but only those parts
you've already visited. Dungeon
maps — black and white draw-
ings— can be scrolled in four direc-
tions, and you can also zoom in for
close-ups, which are handy for the
more complicated layouts.
Graphically, MIGHT AND MAGIC
Vi's new look is quite good.
Monsters and people hold defini-
tion well in close-ups, and there is
a definite 3D feel to the outdoors.
The flat look of the earlier games is
gone. The music is equally good
and doesn't get on your nen/es. A
tune plays for several minutes
when you first enter a location,
then fades away. You don't hear
music again unless you restore a
game or cross a boundary, such as
entering or leaving a dungeon, or
moving from one sector to another.
Someone Heal Me
MANDATE OF HEAVEN is difficult,
primarily because you have a
weaker party than in earlier games.
It's smaller in size, and the charac-
ters never quite have the power
they had before. I missed the ruby
chain mail, the diamond plate, and,
most especially, obsidian weapons.
Weapons here have been scaled
down almost to a mundane level.
The spells also seem weaker.
Protection/Enhancement spells pre-
viously lasted until the party rested
or the next dawn, whichever came
first. Now, their duration is in
hours, tied to the magic skill used
to cast them, and time in this
game passes very swiftly, indeed.
Offensive spells fare no better,
mostly because they're inconsis-
tent. It's frustrating to hit a mon-
ster for 100 points one round, and
on the next — same monster, same
spell — do only 10.
This is a serious matter, because
the dungeons, especially the later
ones, are full of high-level oppo-
nents with high-level hit points.
You have to play hide-and-seek or
peekaboo to draw them out and
fight them one or two at a time. It
goes on dungeon after dungeon,
making an already huge game
unnecessarily longer. Dangerous
heroes need dangerous toys: pow-
erful weapons and potent spells
that work consistently. Without
them, combat becomes a burden
instead of a pleasure.
The skill system isn't a bad idea,
but given the reduced party size
and the number of skills that need
to be learned, the points should be
more generous. And it's silly to
require skills for everything.
Characters should be able to at
least use permitted weapons or
armor without skill, even if they
can't use it very well.
The automap, while very nice,
could use a note-taking facility. I
often wished i could mark down
where a trainer, person with a
quest, or someone who bought
special items resided. Some towns
are quite big, and you can't always
remember exactly where they are.
But, overall, though some of its
features could use some tweaking,
MIGHT & MAGIC VI is a welcome
game indeed. There is a pretty
broad hint at the end that there
will be a Part VII; when it shows
up, we'll hope that its gameplay is
somewhat better balanced toward
the player side. In the meanwhile,
MIGHT & MAGIC fans have an epic
here that should keep them busy
for months to come. [S3!J
1 8onni« ftocterdam wiH buy feathers for
. each in Free Haven.
range liguid grants Intellect.
hqutd grants Endurance.
IT'S MY PARTY Although party size has been reduced
from six to four, you can now hire NPCs who will follow
you around and provide special bonuses.
MAKE A NOTE OF THAT The game's robust note-taking
feature keeps track of many things, including open
quests, fountain locations, and potion mixtures. An map
you could edit would have been nice, too, though.
COMPUTER GAMING WORLD ♦ AUGUST 1998
A
y.computergaming.c
ou know the feeling. It sets in around the 5th or 6th pot. It's a bit
beyond the traditional adrenaline rush. Weil, that's what it feels like
when you get to the 5th and 6th cylinders in Dead Reckoning.
And with 9 more cylinders left to conquer, each featuring a more
challenging alien opponent than the last, you'll be wired for days.
So don't put your plans for universal domination on the backburner.
Check out the Dead Reckoning web site at www.deadreck.com now
and look for this addictive game to hit store shelves near you soon.
Dead Reckoning is nnassive nnultsi-player' fun t:o t:he las't dnop
• 15 unique cylindrical battlefields
Customize your game by selecting wingmen,
ships and opponents ^
Battle other players via internet, modem, IPX or
direct connection
• Designed to take full advantage of 3D card acceleration
EWSSBuM
i'l
It k V
1
■''til
/
gii
Warning; THIS game Is served scorching HOT. ||
■5^
iLl i’^l'
^ ■"
’’■Ml lJl
You play games. Savage3D'”
makes chose games better.
More realistic. How? With .
stuff like single pass crilinear
filtering, S3 texture compression,
true color rendering and
AGP texturing. All of which
means you get more complex
and visually compelling 3D
environments, more realistic
3D games, and no compromise
performance. Now go get it.
just don’t hurt yourself,
WARNING
S3 IS NOT RESPONSIBLE FOR NAUSEA, SEIZURES,
COMPOUND FRACTURES, COLLAPSED LUNGS. DIS-
MEMBERMENT, HAIR LOSS AND/OR FLATULENCE
EXPERIENCED AS A RESULT OF USING THE
SAVAGE3D CHIP.
Ml TANK PLATOON II • REVIEW
Platoon Too Soon
Despite a Long Gestation, This Combat Sim Is Not Ready for Prime Time
by Patrick C. Miller
In February 1991, the Ml
Abrams main battle tank
played a decisive role In
quickly ending the Persian
Gulf War. Its high-tech
combination of speed, fire-
power. and armor protection
proved devastatingly lethal
in the hands of well-trained and
well-led American tankers. Years of
refinements and improvements
helped the Ml shake its early
image as a costly lemon and earn
its title as King of the Killing Fields.
In 1 943, the German Army
rushed its Panther medium tank
out of production and into battle.
Initially plagued by technical
problems, the Panther was a dis-
appointing performer during its
combat debut at the battle of
Kursk. However, with improve-
ments, it went on to earn a repu-
tation as one of the best tanks of
World War It.
APPEAL: Armor
enthusiasts veiling to
overlook obvious faults
in a sim.
PROS: Excellent graph-
ics and sound create a
realistic in-tank experi-
ence; wide variety of missions and cam-
paigns; role-playing aspect; multiplayer
support
CONS; Released too soon; plagued by
abysmal manual, bugs, poor design deci-
sions, and lack of polish.
DIFFICULTY LEVEL: Intermediate.
REQUIREMENTS: Pentium 133,
Windows 95, 1 6MB RAM, 4x CD-ROM,
200MB hard-drive space, DirectX 5.0,
SVGA graphics, mouse, joystick recom-
mend^.
3D SUPPORT: 3Dfx.
MULTIPLAYER SUPPORT: Modem
and serial (2 players), LAN (2-5 players);
1 CD per player.
Price: J50
Publisher: MicroPtose
(510)864-4550
HUNTER-KILLER The CfTV
looks impressive. Unfor-
tunately, a game bug pre-
vents gamers from taking
full advantage of it
example, the manual says that a
tank platoon can be divided into
sections, but this isn't the case. The
War College library and training
clips are helpful, but they don't
provide nearly enough detail,
Even more confusing, the
game's READ, ME file advises play-
ers to ignore the commands listed
in the manual and use the quick-
reference card instead, Unfortu-
nately, several important keyboard
commands listed on the card don't
work. And many gamers have
reported that some buttons and
hat switches are nonfunctional on
brand name joysticks.
The 275-page manual is packed
with interesting information about
weapons, organization, doctrine,
and tactics. Unfortunately, it fails to
cover basic game mechanics, such
as how to move in reverse and the
correct procedure for firing at mov-
ing targets. Even worse, some of
the features described in the man-
ual aren't included in the game. For
If MicroProse's Ml TANK
PLATOON was the Abrams of 1 989,
then Ml TANK PLATOON Ills the
Panther of 1 998. The original simu-
lation took the computer gaming
world by storm and is considered
an all-time classic. However, the
long-awaited, much-anticipated
sequel is riddled with bugs and
poor design decisions. When you
take into account its hopelessly
inadequate manual, there's no way
to escape the conclusion that this
game was released prematurely,
Armour Amour
Despite that, the latest version
of Ml is one of the most realistic
tank simulations currently avail-
able. With impressive 3Dfx-accel-
erated graphics and sound, the
game is capable of providing an
immersive environment, as well
as challenging, intense, and
exciting gameplay, By the time
you read this, a patch addressing
many of the game's problems
(too numerous to detail here)
should be available, along with a
FAQ covering inconsistencies and
omissions in the manual.
THE KING Derided in the popular press as too expensive and
unreliable, the Ml A2 has proven itself to be a lethal adversary
in combat But in Ml TANK PLATOON 11, the opposition is better
equipped and more willing to fight than were the Iraqis in '91.
v.computergaPTiing.t
COMPUTER GAMING WORLD • AUGUST 1998
REVIEW • M1 TANK PLATOON II
TEAM DAKOTA The ability to personalize your
platoon by naming its tanks and crew mem*
bers adds a toudi of role-playing to the
simulation. Grew skills improve with experi-
ence, promotions, and medals.
ON CAMPAIGN The Cold War might be over,
but potential global trouble spots abound.
A second war against Iraq provides the
backdrop for one of Ml TANK PLATOON'S five
campaigns.
I Want My CITV
Perhaps the game's greatest
faux pas is its treatment of the
commander's independent thermal
viewer (CITV). This feature sepa-
rates the Ml A2 from previous
models of the Abrams and other
modern main battle tanks. It
enables the commander to search
and designate targets for the gun-
ner, But a bug in the program ren-
ders it useless in the game. Under
Al control, gunners fire off their
tank's limited supply of special-pur-
pose ammunition and constantly
countermand orders to load specif-
ic ammo types, making the job of
tank commander more frustrating
than it should be.
Some design decisions defy
logic. For example, the manual
emphasizes using the commander's
.50-caliber machine gun for anti-
aircraft defense and destroying
light-armor vehicles. However, the
weapon's usefulness is greatly
reduced because there is no binoc-
ular view, no night vision capabil-
ity, and nothing to help the gamer
orient which direction the machine
gun is facing. Overall, the design
demonstrates a poor sense of
knowing when to accurately por-
tray reality and when to make con-
cessions to gameplay.
Gameplay in Ml II is quite similar
to the original, with a few varia-
tions. You start by creating a pla-
toon attached to either a U.S, Army
armor or cavalry unit or a Marine
Corps unit, which determines the
type of support your platoon
receives during missions. From
there, you can play 1 of 21 stand-
alone missions, join a randomly
generated battle, or enter a cam-
paign in the Persian Gulf, North
Africa, the Far East, Moldova, or
Eastern Europe. There are also 11
training missions.
Advance Recon
Before entering battle, you get
briefed on the mission type, ground
support units under your com-
mand, and the artillery and air sup-
port you'll receive. The battle
begins paused at the map screen,
providing the opportunity to issue
orders before the shooting starts.
From the map, you issue move-
ment commands to your units and
instructions on formations and var-
ious actions. By clicking on any
friendly unit and selecting the
external view, you can get a battle-
field view of how it's faring.
During combat, you can jump
into any of the four tanks in your
platoon and fight from the gunner's
station or from the commander's
buttoned and unbuttoned stations.
However, because the commander's
stations are of limited use, you'll
spend most of your time switching
between the map and the gunner's
station. After the battle, you receive
a performance report. Depending
on the mission's outcome, points
are awarded to promote and deco-
rate members of your platoon,
which, along with battle experi-
ence, raises their skill levels.
Multiplayer support is provided
for LAN, modem, and serial play.
Random scenarios and campaigns
can be played cooperatively
against the opposing force, or one
gamer can control the opposing
force against up to four other play-
ers. Although MicroProse advises
against playing Mill over the
Internet, when we tested with two
players It worked reasonably well.
Victory or Defeat?
Even if MicroProse successfully
patches all of Ml ll's problems,
the game will continue to suffer
from lack of polish and inatten-
tion to detail. LONGBOW 2 players
will recognize how much better
Ml II could have been if it had
more of the customization fea-
tures and player configuration
options. MicroProse is planning
Mill expansion disks that could
extend the game's replay value.
Most hard-core tank simulation
fans will find enough to like in
Mill to overlook its obvious
faults. Those who expect a rea-
sonably complete and functional
game for their money might want
to take a wait-and-see approach.
The potential for a good game is
certainly there, but only time will
tell whether MicroProse can save
Mill from the bargain bin of
obscurity, f '.v
The Way H Should Have Shipped
Less than a month after Ml TANK
PLATOON tl hit the shelves, MicroProse
released a patch that significantly
improves the game. The joystick buttons
now function correctly, and most of the
keyboard commands do what they were
always supposed to do.
The commander's unbuttoned view Is far
more useful, thanks to the addition of binoc-
ulars and night vision. There's also artwork
showing the main gun and upper portions of
the turret, which helps orient the view.
Artillery can now fire smoke screens,
although MicroProse recommends that this
feature be used on high-end systems only.
The CITV Is functional and the gunner no
longer overrides gamer commands.
Most bugs and design decisions that cre-
ated gameplay irritations were also fixed.
Direct 3D support was added for Matrox
Millennium and Intel 740 3D accelerators.
MicroProse released a FAQ covering some of
the Important game mechanics in detail.
With a little more beta testing, tweaking
and a decent manual, this could have been a
four-star game — or better. Unfortunately,
the game MicroProse chose to ship to stores
didn't warrant the CGl/Vseal of approval.
COMPUTER GAMING WORLD - AUGUST 1998
I'.computergaming.
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REVIEW • PANZER COMMANDER
Rommel Rides Again
Even Without Smoke Effects, PANZER COMMANDER Outflanks
Every Other WWII Tank Sim Ever Made
by Jim Cobb
For years, gamers have had
only one serious World
War II tank simulation,
Deadly Games' M4
SHERMAN, and even that
bordered on the arcade.
Suddenly, we are deluged
with WWII armor, from
Interactive Magic's IPANZER '44
and Psygnosis's upcoming PANZER
ELITE to PANZER COMMANDER from
SSI — which for now has the broad-
est scope of any of these sims.
Developed by Uitimation, PANZER
COMMANDER manages to cover
every major tank battle in Europe
from 1939 to 1945, as well as
some interesting small engage-
ments. Gamers can pilot 47 differ-
ent tank models from Germany,
Russia, the U.S. and the U.K. —
including just about every Panzer
or Crusader variant you can imag-
ine. If that isn't comprehensive
enough, you'll also face a variety of
PROS: Great
sound and graphics;
elegant interface;
wonderfui focus;
accurate modeling of tanks; and great
fun as well.
CONS: No smoke; simplistic sighting
and range finding; Al is only fair.
DIFFICULTY: intermediate.
REQUIREMENTS: Pentium 133,
Windows 95, 1 6MB RAM, 1 30MB hard-
drive space, 4x CD-ROM, SVGA graphics,
16-bit DirectX-compatible sound card.
3D SUPPORT: Direct30,
MULTIPLAYER SUPPORT: IPX and
TCP4P over LAN/Intemet.
FOG OF WAR The direct 3D support (espedally 3Dfx) really
spices things up in PANZER COMMANDER. But Me fog and light-
ing effects can't totally make up for the lack of smoke saeens.
" nonplayer" tanks used by the Al,
which are more than the usual
placeholding targets. Basically, if a
tank isn't represented in PANZER
COMMANDER, it didn't make much
of an impact during the war.
WWII in D3D
Still, when you first boot the
game, it's not the comprehensive-
ness that strikes you so much as
the graphics. The 3D-supported
views are not only staggering,
they're also beyond mere eye-
candy. The treads and bogies move,
and tread marks appear as the
steel behemoths roll. Trees, walls,
and onion-domed churches stand
out as landmarks and cover. You
can easily make out tactically
important folds in the terrain from
the internal tank view, where the
feel is enhanced by the head-rock-
ing vibrations as you clank along
the battlefield.
Combined with the model-spe-
cific engine noises, clank of treads,
and detailed combat sounds, the
graphics provide an unsurpassed
you-are-there feel. The external
views of all vehicles are as
painstakingly crafted as any pro-
fessional model, and even the
wrecks show more detail than just
the odd flame and billow of smoke.
Strafing aircraft look very close to
what tank crews would have seen
if they cared to stop dodging. The
visual effects of movement have
direct consequence for play.
Crewmembers won't spot the
enemy quickly when bouncing
around on a rocky area. And in one
of those rare cases in which game-
play and realism
blend perfectly,
tanks must be
halted in order to
fire accurately;
deceleration and
holding your ve-
hicle steady on a
downslope can
seriously affect
that all-important
first shot.
Great effects
are mere sound
and fury, however,
unless they're
incorporated into
a pertinent con-
text and an accurate model, and
PANZER COMMANDER provides that
context in spades. The gamer is a
mere platoon leader, commanding
one to three tanks other than his
own. Platoon orders are limited to
formations (column, echelon, line
wedge, crescent) and targeting
specific enemies. Afterward, you
are free to handle your own ve-
hicle, using seven vehicle views
and an optional external view. As
commander, you can stand in the
turret hatch, scanning with binocu-
lars, or pilot from the buttoned
cupola. The cupola restricts views,
but it has a small situation map
highlighting terrain features (and
offers the option of seeing enemy
positions). The driver’s view shows
the sights from the hull and dis-
plays fuel and engine temperature
gauges. One gunner's view shows
a broad, unmagnified view with a
simple reticule, while the other
gunner's view is magnified and has
a range finder. Finally, the bow
gunner can sight through a simple,
limited-traverse set of cross hairs. A
status bar below all screens shows
ammunition quantity and type,
speed, direction, turret position,
waypoints, and crew messages
MY AIM ISN'T TRUE Allied tanks suffer the
indignity of their shells bouncing off a
German tank's front armor. Note that all
tanks, regardless of their nationality, suffer
from realistically poor accuracy when
attempting to fire as they move.
COMPUTER GAMING WORLD » AUGUST 1998
PANZER COMMANDER • REVIEW
German Campaigns
Those dying to play through a U.S. or British cam-
paign will have to wait for the probable sequel. You
can easily console yourself, however, by joining one
of the following famous WWII formations, in which the
campaigns differ quite a bit from one unit to another;
21st Panzer Division
Initially the 5th Light Division, this unit was part of the
original Afrika Korps. It performed well and went on to
stymie the British around Caen, finishing the war in
Alsace. If you choose this formation, you begin in a
Panzer Mk III H.
2nd Panzer Division
This unit was an original German armored division. It led
German troops Into Austria and Czechoslovakia and
fought from the first in Poland to the bitter end. If you
choose this formation, you start with a Panzer 38(t).
Grossdeutschland
An elite unit during Weimar, this force first saw action in
the breakthrough in France, then moved on to the snows
and mud of the Soviet Union. If you want better German
equipment, this is the place to start You begin at a time
in the unit's history when they'd just been assigned Panzer
MK IV Ds.
(delivered nicely with proper accents).
These perspectives fit well into a fairly
accurate model for armored combat. As
commander, you choose between high-
balling down a road and not stressing
your vehicle, but risking an
ambush; or pushing over
rough terrain, seeking hull-
down positions and flank
shots, but risking a lost tread
or an overheated engine. A
sighted enemy appears via
red cross hairs (suspicious
buildings can be targeted
manually). At this point, the
gamer, using simple hot-key
commands, orders a halt and
has the gunner engage with
armor-piercing (AP) or high-
explosive (HE) rounds.
Depending on gunner/loader
qualities and turret traverse,
the enemy may succumb
quickly. Tougher situations call
for a master's touch, as you
take over the gunner's posi-
tion and line up the range
finder's dull cross hair with
the enemy's bright one.
Casualties involve much
more than the usual explod-
ing tank and a few scattered
polygons. At the worst time.
your turrets will jam,
your main gun drops
out, and crewmem-
bers, even your char-
acter, get shot.
Appropriately, the
tank crews are virtu-
ally helpless against
artillery barrages
and enemy planes.
All these things
can happen in 40
preset scenarios (for
all countries), or in
Russian and German
campaigns involving
three divisions each.
Each campaign
begins when that
division is formed
and continues to
1945 with the usual
promotion, medals,
upgrades, and crew
improvements.
Campaign battles
are fixed without
dynamic outcomes: the Germans, for
example, won't win the war. When you
become bored with the scenarios, an edi-
tor is provided. The Al is adequate on
defense but lacking in fire and movement.
DETAILS, DETAILS You can choose to paint
your Panzers in camouflage (top) or go for the
traditional battleship gray (bottom).
NAME. FOR I AM THE
SWORD
^.computergaming.t
COMPUT6R GAMING WORLD ■ AUGUST 1 996
OF RETRIBUTION.
You may have the^lent, y # \
but do yo VI have the T/\L()A!
iMagic's TALOi\l Campaign System gives you a brand
new mission each and every time you play!
Multiplayer options let you play solo or battle
your friends via modem or network,
Active Cockpit provides the most intuitive
control system found in a flight sim.
Experience the thrill of catapult takeoffs and
landings on an aircraft carrier flight deck.
^MAGIC
P.0.Boxl3491 • Research Triangle Park • NC27709 ||9|HP/>Ti||l|9
Visit your local retailer, call toll free 1-800-789-1534 or y
visit www.imagicgames.com for more information lU taV^J L" ~
Go to #084 @ www.computergaming.com/infolink
IF-18, TALON, and DEMON are trademarks and Interactive Magic is a registered trademark of Interactive Magic, Inc,
All other trademarks are property of Iheii respective owneis. OCopyright 1998 Interactive Magic, Inc. All tights reserved.
MV
PANZER COMMANDER • REVIEW
Russian Campaigns
12th Guards Heavy Tank
This formation actually entered service as the 21st
Tank Brigade. After receiving KV 1 tanks in 1941
(which is where you come in), this unit defended
Moscow. Later, it helped to clear Germans from the
Ukraine and ended the war in Prague.
5th Tank Guards Corps
In its original incarnation as the 40th Tank Division,
this unit was decimated in 1941. It was reformed,
renamed, and assigned BT-7 vehicles. After engag-
ing in several 1943 battles, it moved on to Vienna.
8th Guards Mechanized Division
An original Guard unit, this unit fought at
Stalingrad and Kursk and eventually entered Berlin.
As with the 5th Tank, if you choose this formation,
you begin with a BT-7.
so gamers will eventually seek each other
out using the multiplayer capability.
Playability Bulge
Design compromises in a game as
broad as PANZER COMMANDER are
inevitable. Some are fairly benign, such as
the internal views for each country's vehi-
cles, which are so similar that a gunner in
a Panzer Mark III has the same view he'd
get in a Tiger tank. Others are question-
able, but barely affect play. The stereo-
optical range finding method, for exam-
ple, Is ahlstorical — but the commander
shouldn't be laying the guns anyway,
But some design choices run counter to
reality and are detrimental to gameplay.
Enemies do not advertise their position
with bright red cross hairs.
Targets going out of sight
don't turn yellow.
Combining AP and HE
ammunition is acceptable,
but omitting smoke
rounds disregards a basic
facet of theWWII battle-
ground. The lack of an
Allied campaign — suppos-
edly due to their inferior
equipment — is a cop-out.
American armor divisions
found ways to overcome
the Sherman's deficiencies
to defeat superior German
units, and it'd be nice to
include this in the game.
There are a few techni-
cal glitches as well. Some
targets float, or targets that are behind
cover appear to be in front. Shots from
your tank can't demolish stone walls that
obstruct line-of-sight. It's also unnecessar-
ily difficult to configure some joysticks.
And in one of the rare interface problems,
ordering other units to engage uses the
same hot-keys as the speed for your tank.
Despite these quibbles, however,
PANZER COMMANDER is an ambitious and
worthy product, easily the best VWVII tank
sim yet, and the best tank sim — regard-
less of era — released in many years. Now
all we need is for Ultimation and SSI to
add realistic smoke effects, a British North
African campaign, and maybe the U.S,
2nd Armored, and we'd have an unquali-
fied gem on our hands.
HONOR ISA
SHAM WHEN IT STANDS
ON A PLATFORM OF
SLAVERY. HERE ON MARS, WE'LL
NEVER BOW OUR
HEADS FOR THE IMPERIAL
CHAIN - NEVER! IN THE END,
FREEDOM'S THE ONLY
TRUE LIGHT AGAINST DARKNESS.
THE EMPIRE'S GOING TO
HAVE TO LEARN THE
HARD WAY:
BLOOD AND STEEL.
/.computergdmmg.com
COMPUTER GAMING WORLD » AUGUST 199B
e 193a Sierra On-Line. Inc. All rigtits reserved.
IN 2829, HUMANITY HAS SPREAD THROUGH
THE SOLAR SYSTEM. WHEN CIVIL WAR
BREAKS OUT, IT BURNS
ACROSS WORLDS
NOW THATTHE HUM.
ARE DIVIDED, THE REAL
WAR IS ABOUT TO BEGIN.
IN A WHOLE NEW UNIVERSE OE 3D combat sim.
ON VENUS, MERCURY, AND A HOST OF
MOONS, BROTHER is locked
WITH BROTHER in
DESPERATE BATTLE,
WWW.STARSIEGE.COM Dynarri/^-
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WWW.IIIPCORDGRMES.CaM
EA Sports Strikes Again With Masterful FIFA 98 Follow-Up
by Dave "Kick Me Harder" Salvator
EA Sports already has one
great soccer title under its
belt this year: FIFA ROAD TO
WORLD CUP 98. Well, the
road trip is over, the faithful
have arrived, and so has EA
with another terrific soccer
title: WORLD CUP 98 ,
Following FIFA 98 is no easy act,
but WC98 delivers with beautiful,
updated graphics and fast, furious
gameplay. It's just the ticket for
catching Cup fever.
Kickoff
WC98 is roster-accurate for each
of the 32 teams that have qualified
for the 1998 World Cup, and ros-
ters reflect recent personnel
changes. At the start, you can
choose which team or teams you
want to play, and then play each of
the three qualifying round games
against the other teams in your
selected team's group (there are
eight four-team groups altogether).
If your team's three-game record
MrrcML. rans
looking to dive into
Worid Cup action.
PROS: Great
graphics; frenetic
gamepiay; convinc-
ing ambient sound.
CONS: Keeper
sometimes goes to sleep; Al takes some
liberties on higher difficulty levels
DIFFICULTY: Easy.
REQUIREMENTS: Windows 95,
P100, 16MB RAM, 20M8 hard-drive, 4x
CD-ROM drive, DirectX-compatible
sound card.
3D SUPPORT; 3Dfx.
MULTIPLAYER SUPPORT: Modem
or serial cable (1 CD per 4 players), LAN
(2-8 players, up to 4 players per PC, one
CD per computer).
Price: S49
Publisher: EA Sports
San Mateo, CA
(650) 572-2897
and accrued points are up to snuff,
you advance. If not, you go home.
France is hosting this year's Cup,
and EA has modeled all the actual
stadiums. Each game is played at
Its real-world scheduled time,
which affects lighting conditions
and can affect weather. One
annoyance is that the stadiums
have field-level billboards, but
every time a statistic is displayed,
up pops a Snickers ad. Having
advertisers willing to pay for the
virtual billboard spaces is all well
and good (and realistic), but this
subtle-as-a-freight-train hard-sell is
downright irritating.
Like FIFA 98, WC98 has three
difficulty levels: Amateur,
Professional, and World Cl?',i.A
welcome addition in WC98 is the
ability to throttle action using a
slider bar in the Gameplay options
menu. So, if it’s wickedly fast you
want, you've got it. But if your
twitch reflexes aren't what they
used to be, or you just want to
take a little speed off of the action,
that's an option as well.
The Amateur level is true to its
name, with defenders giving your
attackers a wide berth, and keep-
ers being unassertive in charging.
Dial up the Ai to Professional, and
the defenders become more
aggressive in slide tackles and
steals, with keepers more likely to
charge a would-be scorer. World
Class takes that aggression to the
next level, and should challenge
even the seasoned sports gamer.
While the Al in WC98 is similar
to that in FIFA 98, there are some
notable differences: Keepers don't
always hold the ball after a shot
on goal, which can make for
some fierce action in the hot
zone. This means you'll often get
a second shot on goal, or a corner
kick if the keeper deflects the ball
out of bounds.
A different situation occurs at
higher difficulty levels: There are
cases of the Al cheating outright
and often getting away with dirty
slide tackles — either cleats-up or a
take-down from behind — without
the officials noticing. More irksome
still are instances when you sprint
toward the ball with a fast player
using the "turbo" button, and the
computer player suddenly becomes
bionic and blows past you to reach
the ball first.
Playing Skipper
In the Team Management
screens, you can adjust your line
formations (flat versus diamond or
sweeper,) as well as how aggres-
sive each player will be in general
gameplay, including the all-impor-
tant keeper. You can also tweak
attacking bias, which adjusts the
player's tendency toward defend-
ing versus attacking. A new feature
in WC98 is Man Marking, wherein
you can have specific opponents
"marked," or covered man-to-man,
by players on your team. Though a
cool idea, you're not given a choice
as to which of your players will be
used, so the feature seems only
half-implemented. Another handy
feature is the addition of several
In-Game Management configura-
tions, which lets you readily call up
saved settings, rather than having
to manually reconfigure each time.
The final game often comes
down to a penalty shoot-out,
which would make for some nail-
biting if you weren't so busy actu-
ally playing the game. Which is to
say, WORLD CUP 98 is about as real
as it gets without lacing up the
cleats and strapping on shin
guards. Plus, as an added
bonus, after you win the
Cup, you can then play a
classic World Cup final
from years past (in black
and white, no less).
If you already own FIFA
98, then WORLD CUP 98
makes a fine addition to
your sports game library.
But if you missed FIFA 98,
then WORLD CUP 98 is a
must-have.
BRING IT You can select your van-
tage point from WORLD GUP's wide
variety of camera options.
COMPUTER GAMING WORLD » AUGUST 1 998
A
k'.computergaming,(
REVIEW • TRIPLE PLAY 99
Corked Bat
TRIPLE PLAY 99 Swings a Big Bat but Doesn't Field a Complete Team
by Robert Coffey
These days, most sports
games fall into one of
two very different cate-
gories: graphically sharp,
action-oriented thumb
candy or ugly-but-
tactically-deep simulation.
In the madonna/whore
context of PC sports, TRIPLE PLAY
99 performs like a Miss America
champ: it looks and moves great,
but don't expect much insight.
Graphically, nothing compares
to TRIPLE PLAY 99. Polygonal play-
ers move with a brutish grace not
found in any other baseball game.
Every swing of the bat is Ruthian;
every throw a rocket; every catch a
diving, dirt-eating highlight, it
looks sharp, but more staid fans of
America's pastime may find it car-
toonish — second basemen don't
just toss the ball back to the pitch-
er, they rear back and hurl \tYou
can practically hear the rotator
cuffs shredding.
APPEAL: Fans
who favor action
over realism.
PROS: Great 3D
graphics; short
learning curve; lots
of on-field action.
CONS: Doesn't
even try to simulate real baseball; unre-
alistic stats; poor baserunning Al.
DIFFICULTY: Easy.
REQUIREMENTS: Pentium 90;
Windows 95; 16MB RAM; 20MB free
hard-drive space; 4x CD-ROM drive;
DirectSound-compatible sound card;
gamepad supported.
3D SUPPORT: 3Dfx.
MULTIPLAYER SUPPORT: Modem,
LAN, serial cable, or Internet (2 players);
1 CD per player.
Price: S49.95
Publisher: EA Sports
San Mateo, CA
(650) 572-2897
TRIPLE PLAY 99 is fully licensed,
with evety stadium beautifully re-
created and every major leaguer
taking his at-bats. While players'
faces aren't eerily stretched across
their boxy heads, they do sport
appropriate facial hair. Has anyone
else noticed an apparent mandate
that 50 percent of players must
sprout goatees? Catcalls, vendor
cries, and cheers create good ball-
park ambience, but the sound suf-
fers some from that echoey quality
you hear at Montreal's Olympic
Stadium, Even outdoor parks
sound enclosed. The two-man
announcing is okay, provided you
can stomach both Buck Martinez
and a liner off the center field wail
being called a "seeing-eye single,"
Going Deep — Not!
Unfortunately, all this glitz
comes at the expense of truly re-
creating major league baseball. The
focus in TRIPLE PLAY 99 isn't just on
hitting the ball, it's on punching
holes in the Mir space station (as if
it didn't have enough trouble). See
the ball, launch the ball. Computer
strikeouts are practically nonexis-
tent as the CPU swings at virtually
every pitch. Management options
for double steals, hit and runs, and
various bunts come off as simple
window dressing since you don't
need to employ any baseball
smarts in order to win. The com-
puter sure doesn't.
Batting gets easy very quickly,
but don't turn up the difficulty level
unless you're also
adept at tracking
down fly balls — TP99's
four difficulty settings
don't let you adjust
individual game fea-
tures. Then again, sur-
rendering to the
game's Al could be a
risky move considering
its significant short-
comings, particularly in
baserunning. Control-
ling base runners is iffy
at best — rallies are
often short-circuited by two runners
deciding to hang out together at
second. While the computer won't
victimize itself with these little tea
parties, it does inflict other bone-
headed baserunning plays on itself.
TRIPLE PLAY 99 has upped the
statistical ante with tons of num-
bers and charts, but the game is
still "Stats Lite" at best. In a
simmed season Barry Bonds hit a
reasonable 43 homers but stole an
unlikely 79 bases, getting caught
just four times. The umps should
check those cleats for jump jets.
Face it, any game in which Greg
Vaughn's abysmal 1 997 season
serves as the basis for a .289, 33
homer re-creation isn't paying
attention.
TRIPLE PLAY 99's draft model is
befuddling. Gamers setting up an
eight-team league with their bud-
dies will have to watch impotently
as the computer insists on drafting
for the other 20 teams. So long,
Dream Team, hello Scott Spiezio.
That said, the game's career mode
and trade point cap are nice addi-
tions. TRIPLE PLAY 99 tries to catch
the wave by offering internet play,
but the game's demanding graph-
ics limit it to manage-only mode.
TRIPLE PLAY 99 is a pretty good
game if your only interest is in
racking up double-digit scores in
epic slugfests. If you want some-
thing like real baseball, keep
looking. K'lVi
COMPUTER GAMING WORLD « AUGUST 199B
v.computergaming.c
TMs (ioR fiame's for y«d
NotRespASsme
Coming in August to a PC near you!
Award-winning, arcade style gamepkiy:
easy to learn, fun to play, challenging to
master
TrackSwing"' technology lets you
swing naturally using the mouse
Golden Tee NeP'' - Seamless Internet
play through our free matchmaking
service
Go
Revolutionary Shadow Gamc^" allows
you to save, swap, and compete against
other players’ favorite saved games
Entertaining and informative tips by
PGA®pro golfer Peter Jacobsen
Changing pin and tee placements,
variable green contour and w'ind
velocity add iniinile replay value to
every hole
o#114 @ www.computergaming.com/ir
Picture-ln-Piciure window lets you
watch the action unfold from a variety
of camera angles
Detailed statistics and course
summaries
Works great with laptops
Multiplayer competition via Internet,
LAN, modem or direct link
REVIEW • HIGH HEAT
Bush League
It's Back to the Minors for HIGH HEAT,
a New Baseball Franchise That Just Can't Compete
by Robert Coffey
I'll confess: For once !
bought the hype. Desperate
as I was for a baseball
game that combined good
arcade action with believ-
able stats and strategy,
HIGH heat's ads gave me
high hopes. You know, the
very serious ads featuring the
very serious developers. Team
.366, a group that took its name
from baseball's highest all-time
batting average. Well, you can
charge Team .366 with its first
error: The highest lifetime average
wasTy Cobb's .367.
Riding the Pine
Lacking the features and
options gamers have come to
expect in their computer baseball
games, HIGH HEAT isn't going to
cut into the playing time of the
big boys.
APPEAL: Gamers
whose cities have
banned all other
baseball games.
PROS: Good field-
ing Al; solid statisti-
cal engine; realistic
gameplay.
CONS: No draft; no remote or LAN
play; limited stats; misses the mark on
rudimentary baseball aspects; too many
other gaffes to list
DIFFICULTY: Easy,
REQUIREMENTS: Windows 95,
Pentium 133, 32MB RAM, 100MB hard-
drive space, 4x CD-ROM drive, Direct
Draw-compatible video card. Direct
Sound-compatible sound card.
3D SUPPORT: 3Dfx and Direct 3D.
MULTIPLAYER SUPPORT: Hotseat
(2 players); 1 CO per player.
Price: 539.95
Publislier; 3DO
Redwood, CA 94063
(650) 261-3454
THArSHIGH HEAT Hit a
homer and you'll be treated
to this bairs*eye<view
replay of your round-tripper.
CAN OF CORN While fielding pop-ups and
foul balls isn't the most exciting thing in
tile world, their realistic frequency in HIGH
HEAT makes for more believable play than
that of other games.
Where on the list of shortcom-
ings to start? The weird swinging
animations that look more like
Tiger Woods than Ken Caminiti?
The lack of a career mode? The
inability to create or edit players, or
to rename teams? No, let's focus
on the things that keep HIGH HEAT
from living up to its promises.
There's no draft, so forget about
a dream league with your pals.
How any baseball game can hit
shelves without a simple draft fea-
ture boggles the mind. Should you
start a league with your friends
anyway, be advised you'll be see-
ing a lot of them since HIGH HEAT
doesn't support modem, Internet,
serial, or LAN play. The minds bog-
gles yet again.
More shortsightedness: The visit-
ing team has a decided disadvan-
tage, since there's no way to find
out which pitcher you'll face when
making your lineup — a real drag if
you're platooning players. There's
no bullpen; you just insert new
pitchers without warming them up.
If you're playing the computer,
you'll be quick-pitched to death.
Bad enough you can't prepare to
sponsive, resulting in shortstops
inexplicably running sprints into
centerfield after gloving a ground
ball. To its credit, 3DO has released
a patch for vastly improved fielding
and running controls. Graphically,
HIGH heat's 2D players can't com-
pare to the polygonal brutes of
TRIPLE PLAY 99. Plus, because HIGH
HEAT lacks a MLB license, teams
are unnamed and wear drab,
generic uniforms.
HIGH HEAT is a disappointment,
plain and simple. Here's an open
invitation: Somewhere in CGW's
offices lies a decade-old Amiga
version of EARL WEAVER BASE-
BALL If Team ,366 wants to drop
by sometime, I'll show them how
a great baseball game plays.
Maybe then we'll see a game for
the real fan.
hit, but it's criminal to be denied
the opportunity to use a pinch hit-
ter because you can't hit Esc faster
than the CPU can deliver a curve.
Iffy Prospect
All this is frustrating, since the
game shows promise in other
areas. The fielding Al is the best
I've seen in a long time, Gameplay
is realistic, and the stats engine is
reliable, producing believable num-
bers while still allowing players the
occasional career year. Still, the
stats track only a
handful of cate-
gories. With only
players’ total batting
averages recorded
(both simmed and
historically) you
can't make pinch-
hitting decisions
based on how well
players hit lefties.
Forget about split
averages for switch
hitters.
Out of the box,
the game controls
were slow and unre-
A
COMPUTER GAMING WORLD » AUGUST 1998
v.computergaming.c
winner.
*T /
W llUlBrt Killer Game Award, The Cheater’s Guild owt of
“Cyberstorm was a great game and Cyberstorm 2: Corporate 5
Wars takes the premise to a higher level. Real-time or turn-
based play and dynamic mission generators for infinite
replay value - it just doesn't get any better than this.
Winner: Editor’s Choice, All About Games
Dynamix has got a real winner on their hands. Cyberstorm 2 is
“Tt qJ positively awesotne! With over 170 weapons (and more than 300
weapons plus devices), the ability to engineer your own Bioderm,
X”'* the non-fixed research tree, and all the new chassis to play
around with, and the dynamic campaign engine, plus multi-
player capability. Cyberstorm 2 has nearly infinite replayability.^^
iVIOr©, jVIllCll jVIOr6... GamePen
** Break out the Bioderms and churn out the chassis, the war has
begun anew in Dynamix's upcoming strategy game. Cyberstorm
2: Corporate Wars. This sequel to Missionforce: Cyberstorm still
allows players to create pilots, configure their HERCs and engage
in turn-based conflicts, but now there's more. Much more.77
Up the Wazoo PC Games
Here's where Cyberstorm 2 gets interesting. While you don't have to
fiddle with it, this game has customization up the wazoo. In the factory
where you build your HERCs, you can tweak the specs to your heart's
content! Normally, the computer A! would handle ail this for you, but If
you like to tinker with every little nuance, you can't get more Into the
Customize j'
yoiu" vehicles. \
Desi^ and grow’
your Bioderms.
Customize your pilots
to match your favorite
battle tactics.
World Opponent
Network
The critics agree. Cyberstorm 2: Corporate Wars is the ultimate game of mass
destruction and total control - for gamers who love deeply-layered strategic warfare.
The critically-acclaimed sequel to Missionforce: Cyberstorm, Cyberstorm 2 is a double-
barreled combination of intense tactical action and more opportunities for
customization than any other game of its kind. And it's the only game
around that gives you a choice between turn-based and real time play.
You can't lose with Cyberstorm 2. But don't take our word for it.
As Marcus Sears of All About Games put it: "I strongly recommend
Cyberstorm 2 for every strategy gamer. It's got that
'Just one more mission' quality that keeps you
playing until the wee hours of the morning."
® andTM designate trademarks of, or licensed to Sierra On-Line, inc.
Go to #147 @ www.computergBmlng.com/lnfollnk
REVIEW • HARDBALL 6
Strike Six
After a Season Off, the HARDBALL Franchise Still Needs Work
byTasos Kaiafas
When Accolade
decided to delay
HARDBALL 6 a
year to develop a
new 3D engine,
how could long-
time HARDBALL
fans not have
high expectations for its 1998
release? After all, taking an extra
year to improve a new edition of
an already great game is, unfortu-
nately, too often unheard of in
game development. It was only
natural to expect that HARDBALL
6 would be stellar.
The sim engine itself can still
hold its own— game results are
realistic, and most players per-
form as well as expected (albeit
with a few career seasons from
some mediocre players). The stats
engine still provides most of the
pertinent information a would-be
manager needs, presented nicely
in a sortable database (from the
League Leaders screen) or on the
usual HARDBALL baseball-
card-type window. It would be
better if some things could be
accessed without having to exit
the field, though (an on-deck list
or bullpen control, for example).
One Dimension
Too Many
So just how good is the new
3D engine, given its full year of
development time? So good that
it's hard to tell If it's even using
your 3D card. Textures are cer-
tainly smoother and the frame-
rate is better (most of the time),
but there are no lighting effects,
distance hazing, or all of those
other visual treats you'd expect —
and that can come only from a
3D chip.
Worse yet is the effect of the
new graphics engine on game-
play: The frame-rate starts to slow
down as you add baserunners,
which has an effect on batting
(frame-rate drops with the
pitch) — making it harder to hit
the ball. It gets even worse if the
announcer is talking at the same
time. In fact, sometimes the audio
gets so far behind the graphics
that you hear the crack of the bat
only after the ball is already in the
outfield, or sometimes the
announcer doesn't make the call
until after the play is over.
Even when the bases are
empty, batting can be
frustrating. There's a
slight delay in the
swing response, and if
you are a fraction of a
second late (say, if you
try to take a pitch the
opposite way) the bat-
ter won't swing at all.
Compare this to other
more arcade-type
games like TRIPLE PLAY,
and it's clear HARDBALL
has a lot of catching up
to do — even though
HARDBALL 6's pitching/
batting model has more
versatility, and is better
overall.
And after all these
years, HARDBALL is still
plagued by many of the
same problems as
before; inconsistent
infleaion changes by the
announcer and miscalled
plays (a "crushed" ball
sometimes looks like a
blooper), bad baserunning Al
(runners will sometimes tag up
when there are two outs), and no
way to simulate games a month
at a time, only by the week or by
the season.
Hit the Showers
Heightened expectations?
Maybe. All sports gamers are
guilty of that to a certain extent
from sequel to sequel. No doubt,
HARDBALL 6 is Still a good base-
ball game with a lot of thoughtful
features and details, and you can
tell that it was made by people
who understand the sport very
well. But the new 3D engine is a
big disappointment. And worse,
even with that extra development
time, you still get the feeling that
the game was rushed out the
door. Fine-tuning is what makes a
game great, and Hardball 6 isn't
that great.
Ratedl
★ ★ A ★ ★
CONS; Mediocre 3D engine; inconsis-
tent play-by-play announcing; unrespon-
sive batting model; fixes that still needed
fixing,
DIFFICULTY: Intermediate,
MINIMUM SYSTEM
REQUIREMENTS: PI 00 (PI 20 for 3D
acceleration), Windows 95, 16MB RAM,
20MB hard-drive space, 4x CD-ROM, PCI
or AGP graphics card, Windows 95-com-
patible 16-bit sound card.
3D SUPPORT: DirectBD-compatible
boards.
MULTIPLAYER SUPPORT: Modem,
serial connection (2 players); LAN (up to
4 players); 1 CD per player.
Price S54,95
Publisher: Accolade
San Jose, CA
(•108) 985-1700
3D STADIUMS You can choose to view
the action from four different camera
angles— enough for some, maybe.
STATS A-PLENTY Every player has
plenty of numbers to crunch, and
you can even alter any ability rating.
Si COMPUTER GAMING WORLD»AUCUST 1998
r.computergaming.i
you’^-e in the 10th frame^
there’s a bucket of sweat
dripping off your brow
f and this shot is worth ^
way too much money
• State-of-the-art physics engine
for unbelievably real pin action
• Cosmic Bowling
• Multi-player up to 32 players
WINDOWS'
35'
• 13 professional Brunswick Bowlers
• Brand new Brunswick Skins Game
format
• Intelligent bowler and crowd reactions
IS IT
www.thq.com
www.brunswickbowlmg.com
Brunswick is a ragislered Itadematkol Brunswick Bowling and Billiards Corporalion. Brunswick Circuit Pro Bowling is a trademark olTHQ Inc. © 1998 THQ Inc. Playslatiun and lha Playslalion logos are registered trademarks ol Sony Computer Entertalnmeirt Inc.
Go to #152 @ www.coinputergamlng.com/lnfollnk
EASIER ON YOUR HOME
I THAN THE
www.foxsportsgames.com
'?'l99SGienillnliileianivcll(l.yceFiseilliniion[ldcvebpdbyGiemlinliilciO(livcU(I.AIlR>elilsRc>med.Fi)xSpciilslnlcia(tive'"!>i:''1998Iiieiilictli(mtiiiyr»FSniCoipoi(iliiin liic.AUIIighuRowrvd. FaxSpoititeiniinc . Fot and Fas Alllludo end Ihrii asiuciatod lanot ote Ihc piapady
oi Twsntictli Ccntuiy Fox Him Coipototion. Windmvs is o lopislcicd liodenioik ol Uiiiosolt (oipdotion. F1a)SlalhOn and ifie Flov^taliad logot oic legiilcicd liodaiiiorVs of Sany Compute Inttitaiiiiiiaiil Inc. Fho lolirtgs icon is n liodcinoik oi ihe Intctodive DigiJ kltison! Assniodon
Go to #113 @ www.computergaming.com/infolink
THE GOLF PRO FEATURING GARY PLAYER • REVIEW
Chip Shot
Empire Takes a Big Swing, but Comes Up a Bit Short
by Gordon Goble
With apologies to
my high school
creative writing
teacher (who felt
cliches were the
work of Satan),
Empire Inter-
active's first
sojourn into computer golf is noth-
ing less than a diamond in the
rough. Rewarding skilled, thought-
ful play more than any other PC
golf game to date, THE GOLF PRO
FEATURING GARY PLAYER exhibits
brilliant programming, but it's lack-
ing in a few key areas that keep it
just short of the genre's elite titles.
Mouse Swingin'
THE GOLF PRO is the latest PC
golf game that lets a gamer dupli-
cate the entire swing with the
mouse (known here as a "mouse
drive"), and it marks what's really
APPEAL:
Computer golfers
thirsting for more
complex, challeng-
ing, and realistic
play. Newcomers
who crave a
decent tutorial.
PROS: Most
authentic mouse swing available; good
ball movement; nice graphics; clean
Internee design; solid instruction.
CONS; Prerendered camera positions
often less than ideal; "follow-up" views
sometimes not available; no Al competi-
tion or out-of-the-box multiplayer mode
DIFFICULTY: Hard.
REQUIREMENTS: Pentium 90,
Windows 95, 16MB RAM, 1MB video
card, BOMB hard-drive space, 2x CD-
ROM drive, SoundBlaster-compatible
sound card, mouse.
3D SUPPORT: None.
MULTIPLAYER SUPPORT: None
Price; S«.95
Publisher; Empire Interactive
San Francisco. CA
(800) 216-9706
good about this game. Simply put,
THE GOLF PRO does mouse driving
better, and with more innovation
and complexity, than the competi-
tion. (So much so, in Empire's opin-
ion, that it did not include the tra-
ditional swing meter.)
Here's how complex the mouse
drive is. Releasing the left mouse
button before contact adds height
to the flight path; releasing it late
(or not at all) adds distance.
Angling the typical perpendicular
mouse orientation during the
swing adds intentional hook or
slice to your drive, just as opening
or closing your grip would do with
a real golf club. Of course, the
same thing can be accomplished
accidentally by veering from the
straight and narrow as you swing,
just as you might mishit a real ball.
Then, there's tempo. The game
forces you to maintain a steady
uninterrupted rhythm from begin-
ning to end of each swing or suffer
the consequences — again, it's just
like the real game. You'll soon find
that a solid, flowing approach is
critical, and the results are realistic.
A Course Is a Course
THE GOLF PRO includes only two
courses, England's St. Mellion and
South Carolina’s cherished Hilton
Head, though three more are
promised by year's end. The cours-
es are both pretty and functional,
conveying a convincing sense of
perspective and elevation. That the
ball accurately reacts to all the
inherent dips, rises, and environ-
mental conditions is testament to
some very careful programming.
Let's just say this is one game that
forces the player to use all his skill
and experience all the time.
In a unique visual twist. Empire
has opted for enhanced preren-
dered digitized graphics and static
camera positions, an approach that
results in very fast scene changes.
But the camera angles often aren't
spective for all possible ball posi-
tions, which makes it tough to read
fairway and green grading. Further,
there are no secondary cameras for
MOUSE WORKS This pretty
par four requires total accu-
racy right from the tee shot
Since the game lacks a tra-
ditional swing meter, you'll
need to master your mouse-
driving to succeed.
many long or blind drives, leaving
you ignorant of the ball's final rest-
ing spot or the obstacle you may
have hit until it's time to shnnt
again. Aerial views of each hole
are offered, however, along with
detailed narrated previews.
The three available motion-cap-
tured golfers, meanwhile — inrlud-
ing namesake Gary Player--arp a
tad pixelated but move in realtime
to your actions and can perform a
wide variety of swings and stances
Sadly, computer competition is pre-
recorded and therefore without
artificial intelligence, and multi-
human golfing wasn't available in
time for this review. (Empire says a
patch should be ready by summer.)
Overall ambiance is classic all
the way, including relaxing new-
age music selections at the menu
screen and an upscale, ritzy look to
all off-course interfaces. New-
comers will appreciate the exten-
sive tutorial section by Gary Player
before their round and the aston-
ishingly intelligent advice and com-
mentary given by the game's
announcer/caddy during it.
Empire has a diamond here
somewhere with THE GOLF PRO,
but it may take some chipping out
of the rough to find it. S3U
wvvw.computergaminy.c
COMPUTER GAMING WORLD » AUGUST 199BJ
WE ABE FAMILY
Not everyone that joins you looks like
you. Super-mutants, robo-dogs and
ghouls may Join your adventure, or
why not do -it-yourself by implanting
the brain of someone near-and-dear
into that shiny new robot body.
KILL SMARTER, NOT HARDER
Improved combat AI for frieiids and
foes alike. Most of
the people In your
own group won’t take
that burst shot with the
Flechette-gun, but a couple
are probably Just aching
for the opportuiilty.
SHARE THE WEALTH
If you want to, you ciin upgrade
any traveling companions with
snore dangerous weapons,
tougher armor, or even
teach them new skills and
abilities. Of course, you’d
better make sure they’re on
your side,
BIGaER fi* BADDER THAN EVER
Bigger, smarter, nastier enemies than
you’ve ever fought before. We’ve given
you a few pals that are Just as ugly.
You didn’t think you were the only
Bad-ass in town did you?
SEX & ROMANCE AFTER THE BOMB
Fall in love, get married, and then
pimp your spouse for a little extra
chump-change. Hey, it’s a dark and
dangerous world.
LEARNING IS FUN-DA-MENTAL
Over 100 new skills, called perks,
available to learn during the course
of your travels. Better to learn the
f Flaming Dragon Punch
from the crazed tribal
shaman or how to squeeze
the trigger on your splffy
new Gauss-rifle faster
than the next guy?
Decisions, decisions.,.
Arriving Faii ’98
D.llEn^^r B
Ulcro30H' H
WinOov^gs ■
i
0
BLflCIC
REVIEW • FRONT PAGE SPORTS: SKI RACING
Slippery Slope
FPS: SKI RACING Offers Decent Arcade Thrills, but Controls Are Ice Cold
by Loyd Case
The opportunity to review
FRONT PAGE SPORTS: SKI
RACING seemed like a
breath of cold air in the
heat of summer. Sadly, it
turrted out to be about as
much fun as a snowball
stuffed down your parka.
First, the good news. The back-
ground graphics are quite good,
although the figure of the skier is
pretty polygon-riddled. The game
supplies necessary information in a
clear manner. Since you can't see
as far on a computer monitor as
you could while actually skiing,
FPS: SKI RACING gives you some
clues, in the form of arrows cen-
tered between gates. There's also a
small overhead view that looks
one or two gates ahead on the
lower part of the screen.
There are other nice touches. The
tutorials, featuring the voice of
Olympic gold medalist Picabo
K«-I7jltafe<f I
APPEAL Hard-
core skiers looking
for a diversion when
the weather is
warm.
PROS: Picabo
Street videos; good-
looking background
graphics; good mountain modeling.
CONS: More arcade than simuladon;
controls are terrible, especially in slalom.
DIFFICULTY LEVEL Easy.
SYSTEM REQUIREMENTS: PgO.
Windows 95, 1 6MB RAM, <1x CD-ROM
drive, Windows-compatible sound card
w/DAC, SVGA graphics, 75MB hard-drive
space. Supports Windows-compatible
and Microsoft force-feedback joysticks.
3D SUPPORT: Rendition and 3Dfx
graphics accelerator cards.
MULTIPLAYER SUPPORT: Hotseat
(2 players); 1 CO per two players.
Price: $54.95
Publisher; Sierra On-Line
Bellevue, WA
(800) 757-7707
Street, are fun. The controls can be
customized, and the setup options
for colors, sponsors, boots, and skis
are detailed, but I would have pre-
ferred a wider selection of gear.
The Sierra Cup season is fun to
play, though the selection of
mountains is relatively sparse.
Still, Val d’Isere is here, as well as
my favorite mountain, Mount
Bachelor in Oregon.
Downhill From Here
When you start racing, though,
the game's problems begin to
emerge. Simply put, control
response is terrible. It's not so
noticeable in the downhill — the
gates are far apart. Once you try to
slalom, though, it gets ugly. I tried
using a gamepad, Microsoft's
force-feedback stick (supported by
^ACCESS
SOFTWARE INCORPORATED
l-<ir i»fi>rniaiion on this fire prodiiei, visit our web.site at /'\/V/VZ-- -
\vw\v.accesssoftware.com/.i8g or call 1 -800-800-4880. And add .some color to your life!
NOW, IT'S MILLER TIME This is called a
yardsale^-everything must go! It's as
painful as It looks.
the game), and rudder pedals (rec-
ommended in one of the READ.ME
files). No matter what I tried,
getting through the tightly packed
slalom gates and even the GS
gates proved to be nearly impossi-
ble. Stick with the downhill or
Super G; you'll be much happier.
The setup screen is almost pure
illusion. You can pick your
skis, but they won't make
much difference on the
slopes. TTiere are no dis-
cernible differences
between slalom and
cruising skis.
That's the game's
problem: It doesn't feel
like a skiing sim as much
as a flight sim. Weather
conditions have little
effect, other than on
visibility. You can't tune your skis —
set the bindings differently, take a
risk with waxing, and so on,
Maybe if Papyrus had developed
the game instead of Dynamix it
would have been more realistic. As
it is, it's a moderately fun arcade
racing game. Just don't try the
slalom. LK'Wi
linksLS
ScUtiori/
Actual screen captures using Links LS 1998
Real Life
Omparwn
Take a 20-minute Links' break and
challenge Arnold Palmer to 18 holes oii
Maui’s Kapalua Bay Course.
New waving Hags, airplanes and
other animations
• New water reflections
• Six golfers including
Arnold Palmer
• Faster screen redraws
• Quick-start internet play
• Over 20 other new
features
T C Kiipahin
“LinksLS
^ IQQS Stliliim
Go to #079 @ www.computergaming.com/infolink
REVIEW • SOLDIERS AT WAR
Letting the Boys Down
This WWII Game Fails to Identify Its Target, or Its Interface
by Tim Carter
The first U.5. Army units
to fight against the
Germans during World
War li met with a sur-
prising defeat. Not that
the average doughboy
was lacking. On the
contrary, it was the
sometimes intangible supporting
elements of an armed force —
equipment, organization, and
leadership — that were clearly in
need of work. The guys in the
field, unfortunately, were left to
overcome these problems through
courage and hard work. This
makes for a good movie, but it was
an unpleasant experience for the
people who actually had to slog it
out on the battlefield.
SOLDIERS AT WAR, from SSI,
transports gamers to those gritty
days of World War li infantry com-
bat in Europe. Unfortunately, it may
K'C'iVMRated
★ ★ ,4r ^ A-
APPEAL: WWII
addicts with a high
tolerance for
annoyances.
PROS: Fun at
times; lots of
weapons: one of
few games on this
topic at diis scale.
CONS: Clunky interface; poorly imple-
mented player feedback: no British,
German, or Russian campaigns.
DIFFICULTY: Intermediate.
REQUIREMENTS: Pentium 120,
Windows 95, 1 6MB RAM, 2MB SVGA
graphics, 4x CD-ROM drive, DirectX-
compatible sound card.
3D SUPPORT: None,
MULTIPLAYER SUPPORT: LAN,
Internet or modem (2-4 players): 1 CD
per player.
Price: $39.95
Designer: Random Games
Publisher: SSI
Novato, CA
(800)601-7529
characteristics are referred to
numerically, and because none of
them are directly displayed or
even referenced during gameplay,
it's difficult to develop any under-
standing or allegiance to your
troops during battle.
I also have to question some of
the design decisions. While there
are many vehicles on the scenario
maps, most of them don't do any-
thing. You can take over and use
immobilized tanks, but you can't
drive them; 1 never encountered any
that moved on their own. If the
designers couldn't incorporate func-
tioning vehicles into the game, why
bother with them at all? As it is, the
current situation only highlights the
lack of realistic armor, or even jeeps.
None of these flaws makes
SOLDIERS AT WAR unplayable—
just annoying. But since it is the
only game on the market that
gives you individual control of
infantrymen in WWII, many
gamers may wish to overlook
these shortcomings. The rest of
us, however, can only hope that
the trials of battle and complaints
from the field will induce the
powers that be to deploy a better
product next time,
for lines-of-sight and potential cover
{which, as one might expect is
pretty important to keeping your
troops alive). But what you cannot
see at the 50 percent zoom level is
the ''chance-to-hit” number that
appears when you aim at an enemy
soldier. As this number is frequently
zero, and as ammunition is quite
limited (a feature I quite like, by the
way), I had to switch constantly
between map levels. Also, a glitch in
the zoom feature frequently shifts
your view to another area of the
map when you change levels, mak-
ing for a very frustrating experience
if you are consider-
ing multiple targets
or are trying to sort
out which of your
soldiers should
shoot at whom.
also have them, like their historical
counterparts, wondering just who
organized this mess.
SOLDIERS puts you in charge of a
squad or two of infantry, a la X-
COM or JAGGED ALLIANCE. You're
limited to playing as the U.S. in the
1 5-scenario campaign, but in the
single scenarios you can also be
the Germans, the Italians, or the
French Resistance.
Sergeant
Who?
On a more
cosmetic level,
SOLDIERS rates
each member of
your squad for a
variety of abilities
and characteristics.
Yet, because all
"I Can't Do That, Sir!"
SOLDIERS is turn-based, mostly
bug-free, and does a reasonable
job of replicating WWI! infantry
combat. I doubt it will win any
prizes for realism, but it does offer
a complete range of infantry
weapons and a relatively diverse
set of scenarios.
Sadly. SOLDIERS' potential is
greatly marred by an extremely
clunky interface. At virtually every
stage of the action, gamers must
use more mouse clicks than should
be necessary (by my calculation,
throwing a grenade requires six dif-
ferent commands).
Moreover, the maps and other
information are very poorly thought
out. For instance, keeping the map
scaled to 50 percent allowed me to
see both my active soldier and any
nearby targets, and gave me a sense
SEMIAUTOMATIC? Sgt Tyson has pretty
nice stats, but the awkward manner in
which feedback is communicated might
prevent you from ever finding this out
A
COMPUTER GAMING WORLD « AUGUST 1998
^.computergaming.com
TOTAL ANNIHILATION: THE CORE CONTINGENCY • REVIEW
THOSE PESKY MINES Mine-
laying becomes a big part of
the missions on planet
Temblor. Use your VTOL
planes to blast the ground
free of mines in front of
your armored columns.
An Unexpected Encore
Last Year's Top Real-time Strategy Game Returns
With New Missions, Gameplay, and Units
had a plan (one might call it a
"contingency") in case of an Arm
victory: A lone Core commander
was stashed away in a far-off sys-
tem. Now that it has been activat-
ed, its goai is to convert alien tech-
noiogy hidden in the system into
nothing short of a galaxy-sucking
superweapon. Your job as the Arm
or Core commander is to either
destroy the technology or carry out
the Core's dastardly plan.
Not Totally New...
Of course, this is just a veneer
over Cavedog's attempt to wring
more out of its hit franchise. After
aii, TOTAL ANNIHILATION was by
most accounts the best real-time
strategy game of last year, and
most gamers clamored for more.
Thankfully, the story notwithstand-
ing, CORE CONTINGENCY is true to
its namesake. The 3D-5haded
graphics continue to set the stan-
dard for reai-time warscapes, and
thusTACC's iine-of-sight physics
modei remains the oniy one that
makes sense. For example, you can
see the high ground just by look-
ing, and the effective use of shad-
ows prevents you from building
new batteries in locations blocked
by trees. The other hallmark of the
original — hundreds of diverse, fuiiy
animated 3D units — aiso continues
with TACC.The returning units are
joined by many juicy additions,
including hover tanks, air-repair
pads, seapiane construction facili-
ties, mine-laying units, and under-
water metal extractors. Unlike in
the original, both the old and new
units are well balanced with mas-
sive energy and metal require-
ments, limiting the firing rate of
the most powerful weapons.
The battles inTACC range across
24 new single-player missions (1 2
on each side) and four planets. Two
additional planets (including a des-
by Cameron J. Ritchie
Just when you thought it
was safe to go back into the
galaxy, the Core have
returned. As TOTAL
ANNIHILATION; THE CORE
CONTINGENCY opens, we
find that the Core have
escaped annihilation and
resurfaced in the Ocelon system. It
turns out those pesky Core-sters
Direct3D support? Third, the instal-
lation is a bloated 200MB. Finally,
the Al is occasionally screwy. For
example, the computer would
leave a full air force out of the bat-
tle while I annihilated his ground
force. But even with these flaws,
TACCs gameplay remains too big a
draw to warrant anything but a
positive recommendation. LK'i'J
KROGOTH
Among the many new
units (which are now
better balanced) is this
superpowerful Krogoth
super-Kbot
olate urban land-
scape) are avail-
able in multiplayer
mode. If this isn't
enough, there is a
bonus mission with
the impossibly
powerful new
Krogoth super-
Kbot, and the full
mission editor used
to develop the
original levels.
The game's few
shortcomings are so obvious that
I'm mystified as to why they
weren't addressed. First, the man-
ual forTACC is simply the two-
page CD insert. There are no unit
descriptions, no instructions, noth-
ing. Second, the game still lacks
30-accelerator support. Why would
a game that touts itself as the 3D
real-time strategy sim not have
APPEAL: Fans of
the original, any
real-time strategy
gamer.
PROS: Spectacular
graphics; lots of
units; powerful unit
Al; mission editor;
wide variety of coo! new units.
CONS: No manual or unit descriptions;
no 3D support; occasionally bad Al.
DIFFICULTY: Intermediate.
REQUIREMENTS; Windows 95,
Pentium 1 00, 32M8 RAM, 1 00MB hard-
drive space, 4x CD-ROM drive,
3D SUPPORT: None.
MULTIPLAYER SUPPORT: Modem,
LAN,TCP/IP;1 CD per 3 players.
Price: $24.99
Publisher: Cavedog Entertainment.
Seattle, WA
610-4847
A
v.computergaming.c
COMPUTER GAMING WORLD « AUGUST 1996
Developed by
Stralegic Simiilations. Inc., a Mmdscape Company.
All rights reserved. All other tradamarks and registered
trademarks are the property ol their respective holders.
Cover photograph; UPl/Corbls-Bellman,
GRAPHICS THAT PACK ^
THE PUNCH OF A PANTHER: ^
Indudes superior 3D rendering ^
with texture mapping, directional
lighting and fog effects.
INCLUDE: Hhtorically
rate drh/er, male
machine gunner
irieun.
threeHUMaiteTf xoom
and elevation views.
COMMANDER.
The most comprehensive
World War II tank sim ever!
> US, Brhbh, Russian and
German tanksi Over 24 driveable
tank types include: US M26 Pershing
and M4 Sherman series; British
Matilda and Cromwell series;
Russian T~34/8S and IS-II series;
German Tiger I, II and Panther
series - and many more.
>■ Choose your position:
Commander, driver, main or
machine gunner. Your intelligent
crew follows your commands
- and crew perhrmance Improves
with every successhii scenario!
>■ Virtually limitless gameplay:
Rght 3 German and 3 Russian cam-
paigns, with 20+ scenarios per cam-
paign. Stand-alone scenarios
include 10 each for U.S., British,
German and Russian forces. You
also get 10 scenarios designed
specifically for multiplayl
h Powerful Scenario Editor
lets you adjust over 150 variables to
create custom scenarios - no two
battles need ever be the same.
>■ Highly accurate physics model
simulates realistic movement over
rough, muddy and frozen terrain,
weapons recoil and performance.
>■ Multiplayer support for up
to 6 players.
P- Additional game objects
include support vehicles, pillboxes
anti-tank guns and enemy aircraft
To Order: Visit your retailer or call
1-800-234-3088 (USA & (^nada)
with VISA or MasterCard.
E'.
www,paniercommander,com
Go to #239 @ www.computergaming.com/infolink
REVIEW • CHRONX
Future Magic
The Virtual World Brings Forth Cardless Card Gaming
byTahsin Shamma
You know you're get-
ting old when words
like "newfangled"
enter your vocabulary. I
haven't thought about
using this one before,
but the computerized
collectible card game
CHRONX is a perfect candidate for
this description,
Personally, I'm used to owning
things with physical substance. In
CHRONX, the old notion of physi-
cally owning your property is
absent. Your cards are virtual, not
individual pieces of cardboard.
However, this twist represents a
refreshing change to traditional
card gaming.
CHRONX is a game with more
strategic (and less tactical) game-
play than you would expect. In
other card games, your cards are
commonly played in discrete are-
nas where they encounter oppos-
ing cards. In CHRONX, your cards
represent game structures that
ESEez^b
APPEAL: Card gamers \vho want to
supplement their card game diet with
good online fare.
PROS: Cheaper than most collectible
card games; great design; easy to learn.
CONS: Screen switching can slow
gameplay; game design could hamper
future card-design possibilities; no physi-
cal evidence of your purchase
DIFFICULTY: Intermediate.
SYSTEM REQUIREMENTS:
Pentium or faster, 1 6MB RAM, Windows
95 or NT 4.0, SVGA graphics card capa-
ble of 800x600 resolution in 256 colors,
Internet connecdon (either dial-up or
direct connection).
3D SUPPORT: None.
MULTIPLAYER SUPPORT: Internet
only (2 players): 1 CD per player.
Price: S25 (basic regisirailorr lor 180 Cards)
Publisher: Genetic Anomalies
Cambridge, MA
(617) 374-7500
v.geneticanomalies.c
DECK BUILDING CHRONX
includes a terrific deck man-
ager that lets you organize
your collection in a variety
of ways.
the pace at which new rules are
added could be slower than in the
"paper-based" games. This is more
of a caveat than a complaint. For
now the game is deep enough to
last quite a while.
CHRONX's online-only nature
doesn't detract from gameplay,
and doesn't really hamper card
trading. Trading is handled easily
by virtue of the clean interface.
CHRONX is a solid game. If you
don't have the energy or funds to
get out of the house to find other
card gamers, CHRONX is a good
way to get the feel of real-world
card gaming without the real-
world clutter. K'i'.'J
exist in cities throughout the
real world.
Dark Future
CHRONX's gameworld is a
dark future, reminiscent of
Neuromancer and Blade
Runner. The governments of
the world have collapsed,
and the only institutions left
are secret organizations. As
the leader of an organiza-
tion, your job is to eliminate
other organizations that
threaten your own. Agents,
vehicles, animals, and even
plants, are yours to move
between cities in a strategic
battle to eliminate your
opponent's headquarters.
The game splits into two
levels. On the first, you place your
bases in cities across the globe and
enhance your resources, while try-
ing to eliminate your opponent's
bases and find his headquarters.
When you encounter enemy
agents, the tactical level takes over
as you battle for domination of
each city. If you can imagine play-
ing a card game over many tables,
in which only cards on the same
table can affect each other, you're
starting to get the idea. This
method is implemented by having
each city as a separate game
screen. To look at other cities, you
zoom out to the satellite view and
then zoom in to the new location.
For longer games, you can play
with more cities. Shorter games
just set you up with fewer cities.
No Interface Blues Here
One of the greatest things about
CHRONX is its interface. The screen
has different areas for displaying
four vital game stats: your hand,
cards in play, card orders, and a
card close-up view. This simple
design takes new players right to
the action without making them
learn complicated mechanics. It
also gives experienced players a
refreshing minimalist atmosphere.
The things that bother
me about the game are
slight, but they do have a
noticeable impact on
gameplay. The biggest
problem is that you must
switch screens too often.
As a result, turns take
much longer than normal,
especially if you like to
meticulously check all of
your moves before you end
the turn. Card abilities are
easy-to-understand and
simple to implement, but
GLOBE TROHERS Here's a shot of the
strategic view, where you zoom in on
the individual cities and hot spots.
COMPUTER GAMING WORLD » AUGUST 199B
v.computergaming.c
LIBERATION DAY • REVIEW
Crash Landing
Interactive Magic's Latest Strategy Game Is a Roller-Coaster Ride
by Tim Carter
You have been called to
rescue a decimated
human space colony
from the tyrannical
and bloody vagaries of
no less than three bru-
tal alien races. The
'Afoe-begotten space
settlers need to be liberated. They
deserve to be liberated. Weil, I'd
like to be liberated too. I'd like to
be liberated from lousy, half-baked
documentation; I'd like to be liber-
ated from poorly v/ritten, silly
back-stories and goofy alien race
names; I'd like to be liberated from
software that requires a patch
even before it has been released to
the public.
1 desperately need liberation —
and I suspect that I'm not alone.
Will Interactive Magic's LIBERATION
DAY be our Luke Skywalker, our
Buck Rogers, or our Captain
Picard? It depends on whether you
take your strategy gaming with the
occasional crash bug.
e pu22lelike
scenarios; weak documentation.
DIFFICULTY: intermediate.
REQUIREMENTS: Pentium 90,
Windows 95, 16MB RAM, 100MB hard-
drive space, 4x CD-ROM drive, SVGA
graphics card,
3D SUPPORT; None
MULTIPLAYER SUPPORT: Modem
{2 players), LAN (up to 4 players); 1 CD
per player.
Price; J29.95
Publisher: Irierective Magic
Research Triangle Park, NC
3) 789-1534
Somewhere under this game's
clutter is an enjoyable experience.
Sadly, you have to work too hard
to get to it.
Playing LIBERATION DAY is
something of an exercise in shift-
ing emotions. The documentation,
while not appalling, leaves much
to be desired: I read it, I was
unhappy. Yet, the interface is so
simple and intuitive that the
weak instructions are no bar to
actually playing the game: I
played, 1 was happy again.
Unfortunately, LIBERATION DAY
crashes with an annoying fre-
quency, especially when saving
and reloading campaign games: I
was unhappy again.
Just to keep you off balance,
however, the game doesn't crash
all the time, and it's capable of
going long periods without any
glitches. If you're lucky or diligent
enough, you’ll discover an entirely
enjoyable beer-and-pretzels turn-
based strategy game with surpris-
ing depth and flexibility.
At this point, I can't say for cer-
tain whether I was pleased with
the game's potential or thoroughly
annoyed that 1-Magic apparently
couldn’t invest the time and effort
to make this puppy work properly
from the start.
Half-Baked Goods
LIBERATION DAY follows the
timeworn pattern of sequential
scenarios in a linear campaign.
Each scenario represents a single
battle, and between each one you
gain resources to improve your
home base. While some scenarios
have the same puzzlelike feel of
the more repetitive real-time strat-
egy games, many scenarios follow
the "last army standing" format
preferred by true wargamers.
Both the strategic and tactical
portions of the game are quite sim-
ple, and gamers
weaned on MOO
and CIVILIZATION
may find the lack
of options dis-
concerting. But
this simplicity in
no way detracts
from the fun
once battle is
joined. As long
as you recognize
that this is a
quick-and-dirty
tactical game
with a few strategic elements, it
shouldn't disappoint.
Depending on the buildings
available, your armed forces can
include various types of infantry,
armor, artillery, naval, and air
units. Although LIBERATION DAY is
turn-based, opportunity fire
(referred to as "overwatch fire" in
the game) plays a large role in
tactical planning.
The game design is such that
combined arms generally work
better than forces that emphasize
only one type of unit. Also, you
absolutely must use the terrain to
your advantage if you want to
win regularly.
TTiere are a number of other
neat touches to the game, includ-
ing the use of mines, and the way
that the enemy races have been
designed. However, the weak doc-
umentation and the nondescriptive
online encyclopedia totally under-
mine the effort that went into the
alien designs. What's the point of
creating distinct armies and then
not explaining what they are?
LIBERATION DAY has all the
makings of a fast and furious tac-
tical system, with just enough
depth— opportunity fire, terrain,
distinctive units, decent Al, and
diverse scenarios — to qualify as a
good wargame. If only it didn't
crash every half-hour or so. I'd be
happy to recommend it. £2317
BY THE BOOK The competent albeit meager,
encyclopedia helps with unit info, but can't
make up for the terrible documentation.
www.computergaming.com
COMPUTER GAMING WORLD » AUGUST 199B
Command up to 12 MecfiWarriors against dozens of
enemy 'Mechs, Elementals, and armored vehicles.
Buy 'Mechs, weapons and pilots to create a
unit to your specifications. Use salvage from the
battlefield or trade-in what you don't need.
• The most animation in game hidlo^ guarantees
off-the-scale visual effects. /.
• 30 in-depth missions. "
• Full multiplayer network capability,
• Should you give your Elite MechWarriors long
range weapons and play it safe? Or send them into
the fray and trust their skills and your tactics to
get them back alive?
o ^
BArtiXTBSM
You are in command of the
MechWarriors'* of Zuiu
Company. On the pianet beiow,
they await your orders.
Each decision you make,
each parry and feint, bears
consequence. You hesitate
and the recruit you nurtured
into an experienced
MechWarrior is iost. His death
a stunning biow. The caiis for
back up, the missiie impacts,
the piiot's final scream. All
play loud and clear.
Retrieve the survivors and
their ’Mechs'*. Repair and refit
what you can. Move your best
MechWarriors into the best
’Mechs. Or add a new pilot.
The next mission beckons.
This is MechCommander.
You will know what it is
to command.
rmriB
■■life ! J i.
Avoilabie for Windows 95/98. Visir your iocal retailor dr t&1M.<s0O.69S.^SME day or night (US and Canada^
t
e 1998 FASA Corpotaiioi). PybtlshBcl by MfcroPfoSe. MloroProsa Is a raelsiefeo tfndemaris el MlcroProsa, Inc, or Hs aftlliaieil compnnlefl, BatllsTsoh, MBcJiWarHpr. DatiloMech ferid 'Maco ai
irudemarlisantlMecliCommandBf is a Trademark of FASA Corporaiiiiri.UaetJ under iiceiise.Tbe FASA IrrlerHclive logodasldn le a trademark 6I FASA irtieiMlivB.lnSr ' ' '
ar lisdemaiks are ptopertles ol ihelr lespenive holders.
1
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• f You will be wrong.
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if
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iflJM
e jiiiHOssiblej'""»»'p“"''“'
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FAS A'?INTER ACTIVE
Go to #282 @ www.computergaming.com/infoIink
REVIEWS
AAASTERMIND/KUBA/BRIDCE DELUXE II
All Classics, All the Time
Classics and Puzzle Games at a Glance
Mastermind
'A 'A ik ik -A
Publisher; Hasbro
SI 9.95
www.hasbro-interactive.com
My earliest lessons in logic
came at the hands of my big
brother and his Mastermindhoard.
I fondly remember afternoons lying
on our bedroom carpet, staring at
him across the plastic pegboard,
trying to guess just how crafty he'd
been, I feel a little sad for the child
of today, staring only into the eyes
of his computer.
Still, there are things a computer
can do that my brother never
could. MASTERMIND provides young
players with animated "pegs" in
the shape of animals or robots, and
allows advanced adult players to
test their mettle in a supertough
version, in which each peg has
three attributes — color, position,
you intend to concentrate; and
unfortunately, the classic game can
be played only against the Al.
Otherwise MASTERMIND is a satis-
fying adaptation. Plenty has been
added in the transition to the com-
puter screen; it almost makes up
for the absence of a big brother.
— Charles Ardai
Kuba
A A A A A
Publisher: Patch
S39.99
www.pdtchproducts.com
The mania for computerizing
board games has proceeded
from classics like Chess and
Scrabble \o rather more question-
able candidates such as KUBA.
Owing as much to Sumo
wrestling as to Chinese Checkers,
KUBA is a board-clearing game in
which you conquer your oppo-
nent's marbles, not
by jumping over
them, but by pushing
them off the edge of
the game board. The
board also contains
13 neutral marbles,
and either player can
also win by pushing
seven of these over
the edge.
Players move their
marbles one space at
a time, unless they succeed in
pushing a marble off, in which
case they move again. The basic
tension of the game is between
protecting your marbles, which
means keeping them away from
the edges, and attacking your
opponent's, which means
approaching the edges.
Games proceed very quickly,
often ending suddenly, when one
player manages to push four or five
opposing marbles off at once.
Initially, you'll be taken aback by
how swiftly the computer beats
and shape — rather than two. There
are head-to-head variations, in
which two players race on side-by-
side boards. There are timed games
in which you have to guess a
sequence of numbers before a
bomb explodes. And there's the
classic game, in which you must
correctly guess a computer-gener-
ated sequence of pegs before your
ladder of guesses runs out.
Gameplay is regrettably stiff —
I found it difficult to pick up and
place the pegs; the pounding back-
ground music must be shut off if
you, but an hour later you'll have
picked up its basic strategies.
As usual, there are several set-
tings from which to choose ('50s
diner, surface of Mars, and a few
more), along with ambient sound
effects and a soundtrack full of
harpsichord tinkling, But that's just
drapery, not a sufficient reason to
play this game on a computer. And
what if you're alone and need a
computer opponent? Trust me: you
would be happier with SCRABBLE or
Chess. — Charles Ardai
Bridge Deluxe II
With Omar Sharif
(Windows 95)
A A A A A
Publisher: Interplay Produaions
Price: S29.95
www.interplay.com
Not long ago, the DOS version
of BRIDGE DELUXE II with Omar
Sharif seemed like a quality prod-
uct. It played a reasonably good
game, had a
large variety of
bidding conven-
tions from which
to choose, and
appealed to a
wide crowd by
virtue of its
attractive multi-
media compo-
nents. Today's
Windows 95
incarnation of
the product
shows its age
worse than the
celebrity who
appears in it.
Even on a P200,
the pace of play
feels sluggish,
and the network
play option is
even worse.
BRIDGE
DELUXE ll's mul-
timedia is still clear and audible,
but you must turn off Omar
Sharif's commentary at an early
stage. It is annoying to hear Sharif
say, "That was good playl" even
when you played a hand Incor-
rectly. It is even more annoying to
be praised when your partner has
just wasted a high trump after
you've guaranteed the capture of
a trick. Even though several exotic
bidding conventions are coded
into the bidding procedure, your
Al partner rarely follows up —
leaving you vulnerable to being
doubled. Even the tutorial — once
the strength of this product— isn't
very helpful.
The DOS foundation of the pro-
gram means that extra keystrokes
are required just to reach the pull-
down menus, network play does
not support basic Internet connec-
tivity, and the graphic portrayal of
the table Is so poor that you can't
tell if the green background is a
table or a shag carpet.
— Johnny Wilson
COMPUTER GAMING WORLD ■ AUGUST 1998
www.compufergaming.com
music available
Panasonic*
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WWW.SPACEBUNNIES.COM
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STRATEGY • CHEATS • WALKTHROUGHS
Jane's F-15
Mastering Air-to-Air Combat While Using Realistic Radar
by Tom "KC" Basham
For the most part, the gen-
eral public views the
modern battlefield as a
push-button, video-game
affair. The abundance of
"relaxed realism" sims
and the preponderance of
Gulf War videos tend to
promote that view. An entertain-
ment simulation realistic enough
to refute this stereotype is indeed
a rare gem. Happily, JANE'S F-15 is
one such jewel.
Incorporating this game's high
level of detail, however, also
increases the sim's difficulty.
Unlike the real F-15E, which car-
ries a crew of two, JANE'S F-1 5
places the burden on you to both
fly the aircraft and manipulate its
systems. The combination of diffi-
culty and workload may be too
much for some gamers to handle.
This installment of Gamer's Edge
explores F-1 5 '5 air-to-air avionics
and weapons, shedding light on
these complex topics.
Radar 101
Radar, of course, is the primary
long-range detection tool used by
modern aircraft. Many sims por-
tray radar as an all-seeing crystal
ball providing the flight crew with
a perfect picture that wraps 360
degrees around the aircraft. In real
life, radar works more like a flash-
light in a pitch-black room. The
flashlight beam illuminates only a
small area. In order to navigate
across the room without tripping
over items on the floor, bumping
your head on items hanging from
See the Review
JULY ISSUE • 4.5 STARS
MIG MASTER Remember that your radar also alerts the bad guys that you're looking for them —
this MiG-21 just scored a victory because it knew the F-15s were coming.
the ceiling, or being waylaid by
creatures lurking in the dark, you
steer the beam around the room.
Finding airborne targets with
radar depends on properly adjust-
ing the shape of the scan beam
and then pointing it in the right
direction. We adjust the width in
three attributes: width, height, and
range. The width, or azimuth, is
usually measured in degrees on
either side of the nose. A 60-
degree scan, for example, would
scan 30 degrees to the right and
30 degrees to the left of the nose.
Height, or elevation, of the scan is
measured in bars. Each bar repre-
sents one horizontal sweep of the
radar across the azimuth settings.
A two-bar scan, therefore, is twice
as tall as a one-bar scan. Page
2.52 of the F-1 5 manual provides
a diagram of different combina-
tions of azimuth and elevation.
adar works like a
flashlight in a
pitch-black room.
Finding airborne targets
with radar depends on
adjusting the shape
of the scan beam and
pointing it in the
right direction.
Once you've selected the height
and width, the radar sweeps
through the pattern. It takes a
finite amount of time for the radar
to cover the pattern. Logically, the
larger the pattern, the longer it
takes the radar to scan it. Data on
each deteaed target is updated
on/y when the radar paints that
particular spot. A smaller scan
area, therefore, provides more fre-
quent updates on the target or
targets, but it also possibly misses
other targets by covering a smaller
volume of sky.
Adjusting the range works a lit-
tle differently. The description of
range limits on manual page 4.22
Is somewhat misleading. The radar
energy travels out, strikes a target,
and reflects back to your aircraft.
Since the strength of the wave
dissipates as it travels, the
strength of the return wave indi-
cates the distance to the target.
The radar then filters out contaas
detected beyond the selected
range setting. Remember that
with a range setting of, for exam-
ple, 40nm, the energy must travel
an 80nm round-trip — from the
transmitter to the target and back
again. The energy that doesn't
COMPUTER GAMING WORE
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CLASSIFIED DATA Mudi of the information on this HUD regarding
weapon performance is blacked out when the U.S. Department
of Defense releases real-world gun camera footage.
strike the target, therefore, will
travel at least 80nm in a straight
line. While it is technically possible
for the radar unit to decrease out-
put power for shorter-range selec-
tions, always assume that your
radar will be able to be detected
at a distance at least two times
the selected range setting.
Radar a la Mode
Manipulating and steering the
cone, and interpreting its results,
are not trivial processes. The APG-
70 radar simplifies all this some-
what by providing numerous
modes. Each mode has a specific
purpose and set of parameters.
Some "hands-free" modes, like
Boresight and Vertical Scan,
attempt to lock close-ranged tar-
gets during a dogfight with a min-
imum of pilot input. Other modes
give you more control over the
scan pattern for long-ranged
searches and multiple-target
engagements. Counting all vari-
eties of modes, submodes, and
supersearch modes, there are 13
different air-to-air modes available
in JANE'S F-IB. The more modes
you understand and are comfort-
able with, the more options you
have during combat. Nonetheless,
I'll be honest: I don't use them all.
Like most players (and real-world
combat pilots I've spoken with), I
gravitate to the subset of modes
that I find most useful.
I don't like changing modes any
more than I have to. Changing
modes blanks the MPD, erasing
the tactical information collected
so far. Changing modes can also
modify scan cone parameters,
often requiring additional user-
input to reacquire previously
detected targets, If I can't find a
target that AWACS or JSTARS
reports, then I may be forced to
switch modes. Overall, though, I
try to minimize the amount of
time spent tweaking the radar.
Before starting a radar search,
contact AWACS to get a picture of
the air battle so far. Press Ctrl-P to
ask AWACS for an overall summa-
ry of the battle zone referenced
from a common bulls-eye, I don't
find this particular request very
useful. First, in a crowded area
AWACS jabbers interminably,
throwing out contacts faster than
I can jot them down. Second, the
references to bulls-eye are impre-
cise and subject to interpretation.
Consequently. I prefer the Ctrl-B
(Bogey Dope) request. This time,
AWACS gives me a precise head-
ing (although they call it a bear-
ing) and range to the enemy
along with information about the
target's flight path (closing, mov-
ing away, flanking, and so on).
This generally tells me where to
begin my air-to-air search.
If AWACS doesn't report any-
thing very close, if AWACS isn't
available, or if I have no reason to
suspect that bandits are very
close, I begin my search in Vector
(VCTR) mode. Make no mistake
about it, VCTR mode is extremely
slow. It scans a very large chunk
of airspace. It provides a very
thorough analysis, reporting both
low-closure and long-range tar-
gets. Because it's so slow, though,
it's difficult to keep tabs on high-
closure targets.
Once I know that there are con-
tacts in a given area (either from
AWACS or VCTR mode). I switch
to Range While Search Interleaved
(RWSI) mode. This is my favorite
mode for keeping tabs on multiple
targets. The enemy probably won't
identify the relatively slow scan
rate as a lock and it provides a
good tradeoff between the other
RWS modes. If necessary, I gener-
ally don't use RWS High (RWSH)
or RWS Medium (RWSM) unless I
specifically know I'm looking for a
Size
Matters
Radar Cross
Section (RCS)
When radar energy
strikes a target, some
portion of the energy is
reflected back. The size and
shape of the target deter-
mines how much energy is
reflected. The radar wave
loses energy as it travels. For
the radar to detect the tar-
get, enough energy must be
reflected back to the trans-
mitter to be detected. If the
target is too far away, the
reflected energy will dissi-
pate before completing the
trip back to the radar unit.
in general, a smaller target
reflects less energy than a
larger one. Of course, the
shape of the aircraft also
influences radar returns.
Faceted aircraft (like the F-
117) and rounded aircraft
(like the B-2) reflect energy,
but not directly toward the
transmitting radar. In terms
of detection, the amount of
energy reflected directly back
to the radar is what counts. A
small object, or a large object
that reflects energy at odd
angles, reflects less energy
back to the radar unit, mak-
ing it harder to detect at
longer ranges. The "apparent
size" of the target is referred
to as the Radar Cross Section
(RCS). The key to stealth and
avoiding radar detection,
therefore, is reducing RCS.
Consequently, you can gen-
erally detect a larger target
at longer ranges than you can
a smaller target. Just because
you select an 80nm range
does not mean you'll detect
every target within the scan
zone at that range. A Tu-22
will generally be detectable
much farther away than will
a MiG-21.
v.cotnpulergaming.t
COMPUTER GAMING WORLD ■ AUGUST 1998
JANE'S F-15
Stay on
Target
Radar Lock-On
The term radar lock-on is
often misunderstood. Just
tike many automobiles, air-
craft carry radar detectors.
Such detectors monitor both
the frequency of the received
signal and how often it paints
the target, if the emitter is
doing a wide-area, RWS-styie
search, it will not paint the
target as often as if the emit-
ter were in 5TT mode.
Consequently, we assume
that an increase in how often
the radar paints a target indi-
cates that the emitter is
focusing its attention on that
specific target.
A "lock-on," therefore, sim-
ply means that the emitting
radar is painting the target
often enough to provide a
weapon firing solution.
Painting a target once every
three seconds probably
wouldn't be interpreted as a
lock by the target; painting
the target three times per
second will most definitely
be perceived as a lock-on.
high- or low-closure rate target.
I've found RWSI to be adequate
for the majority of situations,
especially when AWACS support is
available.
Other Options
For the most part, I avoid
Velocity Search (VS) and Single
Target Track (STT) modes. STT pro-
vides the most detailed informa-
tion about a given target, but it
has two main disadvantages, first,
it provides information about only
that target Second, STT's focused
search pattern will be interpreted
as a radar lock-on by the target,
possibly leading it to believe you
intend to engage. FALCON 3.0
players will recall that you could
not fire missiles at a target with-
out setting the APG-66 to STT
mode and locking-on that one
target. Newer radars, such as the
APG-68 (F-16C)and theAPG-70
(F-15C/E), provide a more useful
Track While Scan (TWS) mode.
TWS mode, quite simply, radar-
locks multiple targets at once.
Although it searches a smaller
section of sky than the RWS
modes, TWS scans a fairly large
area around the primary target.
Since it's scanning a larger area
than STT, the target may not rec-
ognize that it has been radar
locked (see "Stay on Target" side-
bar). Further, TWS keeps tabs on
multiple targets. I can monitor the
movements of the entire group
and engage multiple targets
simultaneously with missiles.
At close range, I focus mainly
on Super Search and Vertical Scan.
I typically encounter many more
hostiles than friendlies in event of
a dogfight. Consequently, Super
Search's larger search cone
acquires targets farther off my
nose, often giving me more shots
of opportunity against targets that
just happen to wander across my
flight path. If the sky is crowded
with friendly fighters, though, I
may be forced to use Boresight's
smaller scan zone to prevent acci-
dentally shooting at my wingman.
Vertical Scan is my favorite mode
for a sustained turn fight against
a single target, since it scans
directly along the lift vector —
exactly where I'm trying to place
the bandit. These modes are
hands-free; simply select the
mode, wait for the radar to lock,
and fire a missile. They work
equally well with either AIM-9 or
AIM-120 missiles, although most
dogfights occur well below the
AIM-1 20's minimum launch range.
JANE'S F-15 is an incredibly
detailed simulation, and this brief
lesson only begins to scratch the
surface of the product. As with all
matters of air combat, the best
way to improve is to practice. If
you invest the time to learn the
intricacies of the game, you'll be
rewarded with many great gam-
ing experiences. fiSI?
COMPUTER GAMING WORLD ■ AUGUST 1998
.'.computergaming.c
iMac-QS
Enter a violent age of bloody combat and voodoo, where pistols and scabbards defend against avenging spirits and a grisly death.
CopyrfgM 0 1993 SDK iMtnctht. Inc. 'Ris 3DtK Interactive logo and VCcdoo Gnphlcs, Voodoo^ and Voodoo Rusli are tradematta of 3Dfi InUtaceve. Inc. Triple Play '93 player Imegae. Wing Commander Pitvaleer ship Image and UngSow 2 helicopter Image
ate eouilesy of Electronic Arts. O MLBPA. Officially Licensed Sy Major League Saseluil Pbyets Assoclalion. AedvtslonS la a registeied trademark of Acitvislon. Inc. Ritual end SIN are trademarks of Ritual Enisitalnmeni SIN Images are copyright e Ritual
EntsrtalnmenL OMIKRON it a trademark of Ouanttc Dream. Copyrl^0 1998 Quantic Dream. M fights resened. 0 1997,1938 Squaie Co.,Ud. All Rights Reserved. Final fantasy and SquareSoftare registered trademarks of Square Co., Ltd, ION STORM and
DA1KAI«« names and logos are trademarks of Ion Storm, LP. All fights leseived. CapytigM® 1998 ion Storm. Half-Ule Image le courtesy of Valve, Sc. and Sterra-On-Une, Inc. Half-Ufe Is a registered trademark of Slerra-On-Une. Inc. a 1998 Stera-On-
1
1
Go to #122 @ www.computergaming.com/infollnk
Una, inc. 0 1998 ^stwood Sludfoi, Inc. lands ot Lofeind Lands ol Lora 3 1$ a registafad tradamart. wd Wastwood Sludics and lands ol Loia Guajdians of Destiny ara tradamarts, 0l Westwood Studios, lae. Umaif"© 1997,1998 Epic Megagames, Hic.
M Rlflht Rasefvtd. Craatad by EoicMegasamss. Inc. In cdlibotatlon wltfi DigHal Earemes. PuWishad and dislributed by GT imeraettva Sottwara Cotp. GT™ Is a uademarK and the ST~ (ogo tea fegisiered tiademaik ot GT interaetlva Software Cotp- © 1998
twenOetti Century Fox Rim Corporation. AR Rights Reserved. TVrentlem Cenlury FojC and Tax' and iheir associaled logos are the properly ol IWantleih Century Fox Rim Corporation. Microsoft and Monster Trock Madness It are registefed tridemarlcs of Mierosott
Corporation. O Copyright Microsoft Coiporation 1998. AH other irademarlis ere tin property ot their respecttve ownara. AH rtgliis reserved.
FLIGHT CONTROLLERS
/ Feet,^^Don't Fail Me Now
Van to your stick and throttle combination, you may want
'M-tO'Consider adding rudder pedals. In most modern jet fighter
m simulations, of course, rudder pedals come into play only at
very low speeds — typically during landing or slow bombing
approaches. But in something like LONOBOW2, rudder pedals are
almost a necessity. For prop sims, it varies, but rudder pedals can
help a lot, particularly If you're trying to shake that pesky FW-1 90
hot on your six in AIR WARRIOR.
Loyd's Picks
As I said in the beginning, choosing the right
flight controller is an intensely personal
choice. None of the sticks we looked at can
be characterized as pure dogs, so any of them might
be suitable. However, I'll go out on a limb and
briefly mention my favorites — but remember that
these are my choices. They might not suit you; that
depends on your taste.
These days, I opt for the F-22 Pro/TQS/Pro Pedals
setup. The Saitek is pretty comfortable, but I prefer
the beefier F-22 Pro stick. Finally, I occasionally fire
up the Microsoft Sidewinder Force Feedback Pro,
but that's more for action and driving games, not
sims. I'm too reliant on rudder pedals, and I just
can't get myself to like the twist handle.
Elite Pedals
desk, but the spacing is supposed
to more accurately reflect true rud-
der spacing.
The Elite Pedals are very similar
to the RCS In appearance, but the
metal slider lies on top of a solid
piece of plastic. The spacing is
closer, so the unit will fit under-
neath smaller desks with relative
pretty well. If you're in the market
for low-cost pedals that do one
thing very well, then the Elite are
a good choice.
Rudder Control System & Elite
Pedals. Price: S109.95 (RCS); S79.95
(Elite). Contact: ThrustMaster, (503) 615-
3200; vvww.thrustmaster.com
PROS: Realistic sliding motion;
durable. CONS: RCS unit is big for some
under-the-desk spaces; Elite pedals feel a
little stiff.
This is quite a slick little unit; it's
well worth the $79.95 price-tag.
MasterPilot & MasterPilot
Programmer, Price: $79.95 (together).
Contact: Quickshot (408) 263-4163;
www.quickshot.com
PROS: Looks like an MFD; program-
ming is a snap; can be daisy-chained.
CONS: Center "display" is inert; single
cartridge holds only five programs.
Quickshot MasterPilot &
MasterPilot Programmer
Continued from page 153
Dash). You select one of the five
programs with a couple of button
presses. There's a little lever that
looks like a throttle, and you can
program the throttle increment
and decrement. All other button
assignments are wide open. The
MasterPilot sits firmly on a well-
weighted base with rubber feet.
ThrustMaster Rudder
Control System
A A A ★ ★
Elite Pedals
★ A A A A
he Rudder Control System
(RCS) has changed little
since ThrustMaster first
started shipping it. The
cables are a little stur-
dier than the originals,
but the parallel, hinged metal
brackets — now black instead of
gold anodized — are still there.
These pedals are wide, so the set
takes up a lot of room under a
ease. There is more plastic con-
tent, but the Elite cost less. The
feel is actually a little stiffer and
just a bit less precise than the
RCS, but overall, the pedals work
ThrustMaster Rudder
Control System
COMPUTER GAMING WORLD ♦ AUGUST 1998
/.compulergaming.c
The Generation
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got
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I Programmable. Digital. Analog.
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modes for the HAT,
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buttons and X S’ V
axes. Plus a 3D
rotational handle
/ and multi-view HAT
switch. Your hands
V*"' won’t give out in the mid-
dle of battle 'cause this stick’s
super-ergonomic with a contoured BioThrottle™
complete with extra fire buttons. And the GenX
700 is a really cool metallic purple color — sure
. to look perfect anywhere.
But wait, there’s morel Check out our streamlined
GenX 500 and the extra-special GenX 500L —
the world's first Joystick made for lefties!
Punish yourself no more. Enter the generation of
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^ QuicMhot
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C1 998 QuickShot Technology, Inc. QuickShot is a registefed trademark of QuickShot Patent (BVI) Ltd. GenX 700, GenX 500 and GenX 500L are tradenames of QuickShot Patent (BVI) Ltd.
Go to #260 @ www.computergamlng.com/infollnk
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forget every gruesome bottle
you hove ever waged. Introducing
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l/ortai KomBai-4 tl998 MiflisByGamei int. AM ngnis reserved. MIDV/AY, t.(OflTAL KOMBAT. Ide DRAGON DESIGN and all chatacler names are Irademarksol Midway Games Inc. OiSIribuled by Midway Home Enlenainmeni Inc
N.niendo. Nintendo 64 and me 3-D 'N'logo are irademarlis Ol Nintendo o( America Inc. 41998 Nintendo of America Inc. Licensed by Nintendo. PlayStation and the PlayStation logos ate registered trademarks ol Sony Computer
Enieilaifimeni Inc. An other traCemetus and trace names are ptoperlies cl their respective ovmers.
iviL.iiAjf'kJLfhr i\Jkiiutii
Darkness is calling.
Go to #183 @ www.computergammg.com^nfohnk
StarCraft
Advanced Studies: How Do I Beat That Rush?
Last month, we
delved into basic
tips, such as the
Attack Move command and
the optimum number of
peons for resource
gathering. This month, we'll
discuss advanced strategies
and give you some tips on
how to defend against the
most prominent rushes.
by Eiliott Chin
What the Pros Do
The truly good players don't
just understand what a unit does,
they know what a unit does for
and against you. The pros learn to
think ahead and think like their
enemies. Here are some things to
keep in mind if you want to move
to the big leagues In STARCRAFT.
Scout or Die
Knowing the map and the
enemy's forces is the only way
you'll ever win. On small maps,
send your eighth or ninth peon
unit to locate your enemies. You'll
see where they are, where they
might attack from in the event of
a rush, and just how far along
they are in their tech trees. On
larger maps, send early or
midgame combat units around the
map to see where the extra
resources are and to keep tabs on
what the enemy is doing. Always
post scouts near free resource
nodes to alert you when the
enemy begins construction of sec-
ondary bases. If you never bother
to see what the enemy is building,
you'll never know what to defend
against, or which units you'll have
to neutralize during your offensive.
See the Review
JULY ISSUE • 5 STARS
Only Build
What You Need...
One of the worst ways to spend
your money is to squander it on
buildings you don't need. This
usually applies in the very begin-
ning and middle of games. Don't
just scramble up the tech tree
because you have to. If you are on
an open map and you suspect a
rush, why build a refinery and fac-
tory when an extra barracks and
the added marines you get will
come In more handy? If you're on
an island map, don't go for that
second barracks — go straight for
that starport instead.
...But Build a Lot of It
Once you've figured out what
you need to build, make a lot of
it. If you know that air superiority
(and cloaked wraiths) will guar-
antee victory on that island map,
construct three or four starports
and crank out wraiths. And if you
know you need to upgrade your
units as quickly as possible, build
two armories so you can research
weapons and armor upgrades at
the same time. The best players
don't hoard money, they spend it.
2,000 minerals in the bank is
useless when the enemy is bear-
ing down on you with 100 sup-
plies' worth of hydralisks. It
would have been wiser to use
those 2,000 minerals to build
two extra barracks, factories, and
starports, which would have
tripled your unit production so
you'd have enough defenses
when that hydra horde came
knocking on (or, rather, down)
your door.
Fit the Unit to the Task
Tailor your units to your needs.
Don't just make a unit because it
is the next logical step in your
tech advancement. Think carefully
about the type of damage your
unit does (plasma, explosive, or
normal), the size of your target
(small, medium, or large), and the
time and money it takes to build
your units. There is always more
than one way to beat an attack,
and sometimes the most obvious
solution isn't the best.
As a Protoss player, if recon-
naissance reveals that your Zerg
opponent is amassing mutalisks,
you might think the best strategy
would be to build carriers to
eliminate those mutas. Think
again. In order to get enough
effective carriers to match his
mutalisk horde, you'd have to
build two starports, research the
carrier capacity upgrade, and
then wait for your carriers to
build their full complement of
Interceptors. Too bad you'd be
attacked by six to nine mutalisks
before your first two carriers ever
built their second interceptor.
Instead, you should go the
cheaper, quicker, and less compli-
cated route: dragoons. You could
built an extra gateway, assemble
dragoons, upgrade them, and
then provide shield batteries for
them in the same amount of
time. Knowing the relative build-
and research times, costs, firing
rates, and necessary upgrades for
these two units would point
experienced players to dragoons,
COMPUTER GAMING WORLD » AUGUST 1998
iputergaming.com
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iht PGL lots ire tndamtrkj of PtoFtssisntl Carnets' l«e|ue. TEH, Total Eirlestalnment Netwoik, Play it Otillne, ttvl the TEN
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NOT THE RIGHT UNIT Bigger doesn't mean better. If you're facing a rush by
mutalisks, it's more efficient and faster to crank out dragoons than to try to
advance up the tedi tree to get expensive carriers.
rather than carriers, for mutalisk
defense. Know your units and what
they can do for you. but aiso reaiize
what they can't do for you, even if they
are as awesome on paper as are the
mighty carrier.
Think About Placement
When you buiid your structures, place-
ment is key. Put them ciose to bunkers or
defensive structures, and don't put them
out in the open, on the outside of your
defensive parameter. Build your defenses
in anticipation of where your enemy will
attack. Think about where your units wiil
need to go when you buiid barracks and
factories. Don’t put that factory behind
your command center if you want to move
your tanks to the front of your base. When
that tank pops out, it wili have to navi-
gate SCVs and the buildings between the
factory and your periphery before it can
get to where you need it to go.
None of these tips stands alone. Only
by using all of them together can you
form a winning strategy. Remember to
constantly weigh whether your current
strategy will help or hurt you in both the
short and long run. Lastly, it always helps
to think like your enemy and try to see
what he wili or will not do. Only by antic-
ipating him can you outsmart him.
Rushing; For and Against
i' ve been on the receiving end of
numerous rushes in multiplayer
games, and as many of you
know, it's the most humiliating
and frustrating way to lose.
Rushes suck. But if you know
how counter them, they're not so
bad. Here are specific hints for
countering some of STARCRAFT's most
common rushes.
The Nitty Gritty
To set the record straight, rushes are
basically an attack with a single low-
level unit type, such as a marine or zer-
gting, which is done so early in the game
that it is difficult to defend against. (And
BASE INSTINCT Good base defense
is essential for stopping those early
rushes. Put bunkers or shield batter*
ies at bottlenecks into your town.
remember, it might suck to be beaten by
a horde of any single unit type, but
you've had enough time to build up
www.computergaming.com COMPUTER GAMING WORLD ■ AUGUST 1 998
Go to #197 @ VVWW.computergaming.com/infollnk
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Goto#188 @ www.computergaming.com/lnfollnk
STARCRAFT
Zerg Hot-keys
Command Hot-keys
All Zerg ground units except
Ultralisk
U = burrow/unburrow
Drone
G gather
B = morph into basic structure
V = morph into advanced structure
Queen
1 = infest Teiran command center
R = cast parasite
B = spawn broodling
E = ensnare
Defiler
W = cast dark swarm
G = plague
C = consume
Overlord
U s unload troops
Building Hot-keys
These are the hot-keys for morph-
ing drones into standard buildings.
K = hatchery
C = creep colony
E = extractor
S - spawning pool
V = evolution chamber
D = hydralisk den
These are the hot-keys for the
advanced buildings.
S = spire
Q = queen's nest
N = nydus canal
U = ultralisk cavern
D = defiler mound
Here are hot-keys for morphing
additional buildings.
Creep colony
S - morph from aeep
to spore colony
U = morph from creep
to sunken colony
Hatchery
L= morph into lair
H = morph lair into hive
Spire
G = morph into greater spire
Nydus Canal
N = place exit for nydus canal
www.cDmputergatning.com
defenses, so you can't call your enemy's
attack a "cheap rush.") To counter a
rush, you first need to learn how to per-
form a rush.
There are some general strategies to
consider when rushing, no matter which
unit you use. First, build multiple unit-
producing buildings, which means three
to four barracks for the Terran or two to
three gateways for the Protoss or two
hatcheries for the Zerg.
Second, commit yourself to the rush.
Nothing is more pathetic than a rusher
who can't finish the deed. The point is,
rush to win, not to annoy. Go for the
jugular. When you rush a town, bypass
all defenses and go for enemy workers.
Kill them all so you halt production and
resource gathering. Then, eliminate the
defenses and unit-producing buildings.
Third, when rushing with the zealot,
marine, or zergling, do not bother to
mine gas. Use the money you save from
not building a refinery to build an extra
barracks, and use the peons who would
have gathered gas to gather minerals.
How to Defend
Build your base in anticipation of a
rush. That means clustering together
your defenses and building your struc-
tures so that your defensive net can
cover all your buildings. Also, because
rushers will go for workers, place de-
fenses around your resource patches.
Keep in mind that defensive build-
ings can do only so much. Do rtof rely
on towers to beat a rush. You need
units to back up your cannons, sunken
colonies, and bunkers. Also, remember
that tower buildings are surprisingly
weak unless they are built in multiples
of three. And considering how much
they cost (and the time you need to
spend on building the prerequisite
COMPUTER GAMING WORLD » AUGUST 1998
A
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GAMEST^cim
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STARCRAFT
building first), it’s often better to go
with units for early defense.
Build as if you were going to rush, so
that you have enough troops to defend
against one. That means: Produce the
same number of barracks or gateways
your enemy does, in order to achieve
parity of numbers. Delay building your
refinery and gathering gas until you
have adequate defensive units.
If you are rushed, make the enemy
pay. If you thwart a rush and kill all the
invaders, mount a counteroffensive with
your own units. Pop those marines out
of your bunker, recharge your zealots'
shields, and exact revenge. Usually, a
rusher who fails in his rush is wide-open
to attack. He has no defenses, and he
has thrown away all his troops. If you
don't exploit your enemy's momentary
weakness, expect to get rushed again.
Now, let's move on to specific rushes.
Zergling Rush
In order to counter the zergling rush,
you have to build quickly. There are two
possible types of zergling rushes. The
first occurs when the enemy comes at
you with his first six zerglings (which
could be three minutes into the game,
just after he finishes his spawning
pool). The second type of zergling rush
comes two to three minutes after that,
when the enemy comes in with 12-18
zerglings.
Terran players should build a bunker
after their first barracks, before they start
on their second barracks. If the first six
zerglings come, you might have only two
or three marines in your bunker, but they
should make short work of the zerglings,
After that, place two or three bunkers
(and marines) close to your vital build-
ings. Those will thwart any zergling rush.
Protoss players should build two
gateways and pump out zealots until
Unit Hot-keys
For morphing larvae into units
D s morph into drone
Z s zergling
0 B overlord
H s hydralisk
M = mutalisk
S = scourge
Q =: queen
U = uttralisk
F = defiler
For mutalisk
G = morph into guardian
At the Infested Terran command
center
1 = build infested Terran
Research hot-keys
At hatchery
U = research burrow
At lair
V s research ventral sacs (trans*
port capability for overlords)
A s research antennae (overlord
sight upgrade)
P = pneumatized carapace (over*
lord speed upgrade)
At spawning pool
M = metabolic boost (zergling
speed upgrade)
A s adrenal glands (attack speed
upgrade for zerglings)
At hydralisk den
M = muscular augments (hydralisk
speed upgrade)
G = grooved spines (attack range
upgrade)
At evolution chamber
M = upgrade ground melee
attacks
A = upgrade ground missile
attacks
C = upgrade ground carapace
(armor)
At spire
A = upgrade flyer attack
C = upgrade flyer carapace
At queen's nest
B = research spawn broodling
E s research ensnare
G = research gamete meiosis (+50
queen energy)
At defiler mound
G = research plague
C s research consume
M = research metasynaptic node
(+50 defiler energy)
www.computergaming.c
COMPUTER GAMING WORLD • AUGUST 1 998
Go to #197 @ www.computergaming.com/infolink
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gamesWrm.
is .1 trjdeinafk of and Kesmat* is.i registstud iraifemarkof Kesnia
Coipoiiition.StorsKipIToc^rsiBatdRSFMWTradi’iTiafknndCopyilpiil l'WiiT,!Sla
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so billion operations per second. 3 miliion triangles per second. Up to 1 2MB of ultra-fast, single-cycle DRAM.
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ID1998 Creative Technology Ltd. All other brand or product names listed are trademarks or registered trademarks and are property of their respective holders.
STARCRAFT
the zergling rush stops. Remember that
photon cannons are useless against zer-
glings. Whether you're playing Terran or
Protoss, send one unit to scout the rush-
er's base after that initial zergling rush
(or before the swarm), to see if you still
need to build bunkers or more zealots,
or if you have breathing room to now
go for the gas gathering and higher-end
units. If you beat the first zergling rush,
you probably won't have to worry about
further rushes.
Zealot Rush
If you send your scout to the Protoss
base and he sees multiple gateways and
lots of zealots, then you can guess that a
zealot rush is likely.
Terran players need to set up three to
four bunkers full of marines and only
then start gathering gas for an academy
and firebats. You might be tempted to
build siege tanks or spider mines, but
you can get firebats faster. Research
marine range and stimpack at the acade-
my to boost your infantry's fire
power.
Zealot rushes don't come as
quick as zergling rushes, so you
have a little more time to pre-
pare. If you get breathing room,
go for vultures and spider mines.
If the rush comes later, and you
have time to build tanks and
research siege mode, place the
tanks in siege mode behind your
bunkers.
Zerg players need to crank out
zerglings for defense. Don't rely
solely on sunken colonies, though
two or three could help you. If
you have time, go for hydras to
supplement your defenses.
Hydraiisk Rush
If your scouting mission finds
swarms of hydralisks near the
Zerg base, watch out. The
hydraiisk rush could be coming.
As Terran, you have to build up
to factories and machine shops
quickly. Then, research spider
mines and siege mode. Lay
mines near your town entrance
to take out hydras, and place
tanks in siege mode behind your
bunkers: their splash damage
will take out groups of hydras.
Protoss players need to get
reavers quickly. The reaver fires
bomblike scarabs that do splash
damage, destroying clusters of
hydralisks even faster than siege
tanks in siege mode. You need to
go straight for the robotics facili-
ty, where reavers are produced,
and then the robotics support
bay, enabling their production.
Or you could acquire high tem-
plars and their psionic storm
special ability; a lightning storm
of death over an area also kills
groups of hydralisks. But it's
www.compulergaming.com
Go to #197
COMPUTER GAMING WORLD ■ AUGUST 199B
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STARCRAFT
almost always faster to get to reavers
than to get psionic storm. So go for
psionic storm only if you have time and
are wary of a mutalisk rush as well.
Zerg players can best counter hydra-
llsk rushes with the queen's ensnare abil-
ity. Casting that on a group of hydralisks
slows their attack, making them vulnera-
ble to your own hydralisks.
Mutalisk Rush
The other Zerg rush that is extremely
deadly is the mutalisk rush.
For Protoss players, the two keys are
shield batteries and psionic storm. Place
one shield battery and two to four dra-
goons near where mutalisks might
attack. Unlike cannons, dragoons can
recharge their shields near shield batter-
ies, greatly extending their life versus
mutalisk attacks. Supplement this
defense with high templars and psionic
storm, Mutalisks attack in tight clusters,
and one psionic storm can kill or serious-
ly damage them. The only problem here
is that if you build a lot of dragoons in
anticipation of a mutalisk rush, you leave
yourself extremely vulnerable to a hydra-
lisk rush. Scout the Zerg early with a
probe or a zealot, and adopt the appro-
priate strategy based on what you see,
As a Terran player, you have many
more options. Goliaths are good antiair
units, but they do only half damage to
mutalisks. Marines are more effective. If
you suspect a mutalisk rush, build an
extra barracks or two, crank out
marines, and research the range and
stimpack upgrades. Using stimpacks,
marines can shoot down mutalisks twice
as quickly. It is vital to research the
armor upgrade for marines as well, so
you can survive the mutalisk's secondary
and tertiary glave wurm attack. You can
also place your marines in bunkers, so
they can shoot back without taking
damage. However, keep in mind that
bunkered marines cannot use the stim-
pack, One other advantage of bunkers is
that it makes marines immune to the
effects of ensnare, which Zerg players
will often use in conjunction with
mutalisk rushes. You can also build a
few missile turrets to back up your
marines. These turrets are more
effective against mutalisks
than the Protoss tower (and
they can be repaired).
If the mutalisk rush occurs
later in the game, you should
use the science vessel's Irradi-
ate ability. It will quickly drain
a mutalisk of all hit points and
damage any nearby targets.
Since mutalisks bunch together
in packs, this ability is very
deadly. Cloaked wraiths also
work well, although Zerg play-
ers will often have cloak-
detecting overlords to see your
hidden ships. In that case,
shoot down the overlords
quickly and then take on the
mutalisks with impunity.
There are other rushes, but
none are as deadly or as com-
mon as these four. As with all
things, you will get better
with practice. Remember to
think ahead and scout con-
stantly. STARCRAFT is an
unforgiving game, and the
gamers you'll meet on
battle.net are even nastier.
But with perseverance and
experimentation, you will get
better. MVJ
CAMESTORM.
.iis.’ivais!ert;! ti.^d.-nvciUofK^sni.i.i'.on'Cfaroii
iv.computergaming.com
Go to #197
COMPUTER GAMING WORLD • AUGUST 1998
( www.computergaming.com/infolink
Army Men
Reduce Your Enemies to Polymer Slag
by Sgt. Terry "Petroleum Product" Coleman
"It's not easy
being green''
-General Kermit, at the Third
Battle of the Lily Pond
In your struggle against the insid-
ious forces of Tan, Gray, and
Blue, you may meet with more
than your share of setbacks.
Fortunately, we have some of the
finest military geniuses to ever
set foot in a sandbox on our
side, and they’ve authorized me
to let you in on the latest classified
info in modern military ops. Use this
data wisely, soldier: There are a lot of
little green men depending on you,
The following are some general tips
for success in ARMY MEN, along with
an analysis of the vehicles in the
game. If these don't help enough with
your campaign, check out the cheat
codes sidebar. Look for our full review
on ARMY MEN in next month's issue
of cm.
• While ARMY MEN supposedly
supports DirectXS and beyond, you
risk crashes if you have only DirectX
5.0. So, for your sanity, let the game
install DirectX 5.1.
• Don't Alt-Tab, under any circum-
stances. You will crash and/or lock up
immediately. Setting Alt as a custom
hot-key isn't a good idea, either.
• The bizarre mouse/key-combo
interface is the weakest part of the
game. To partially get around this
drawback, use a joystick. Keep in mind
that your default controls might sud-
denly reset in the middle
of battle, so keep a bottle
of aspirin handy.
• Although the game is
in real-time, don't play at
teenage reflex speed just
because you can. It's often
better to let the enemy
come to you,
• When you get a mor-
tar, keep in mind that it's
an indirect fire weapon;
you don't have to see the
enemy to affect him. Use
a pattern of
mortar fire (par-
ticularly into
trees) to panic
and flush ene-
mies into your
field of fire. This
works especially
well against the
cowardly Blue
soldiers.
• Protect your
minesweeper at
all costs. He'll
save you a cou-
ple of Joes and
Jeeps, and possi-
bly even a half-
track. S3I7
Cheat Codes
Aeroballistics
Adds full air support
Invulnerable
Makes Sarge indestructible
Occuitation
Stealth mode (Sarge won't
be spotted unless he shoots)
Omniscient
Toggles between normal
soldier view and omniscient
view of all troops
Paralysis
Pins foes in place
Plethora
Fills you up on ammo
Pyromanfer
Toggles right button explosion
Triumph
Wins the scenario outright
Cargo Truck
Can vou sav sittina *
Can you say sitting
duck? Unless time is of
the essence, don’t risk ^ '
putting your entire force into
this firetrap; the only exception would be if you had air
recon, and knew almost exactly where the enemy forces
were located. One of my favorite tricks is to send a lone
truck (with no more than one soldier) along a probable
ambush route to draw enemy fire; I then rain destruction
down upon them from above vrith mortars.
Half-Track
In ARMY MEN, the half-track is what the Jeep wants to be
when it grows up. While ®
the half-track obviously *
lacks the immense firepow-
er of the tank. It does
sport an effective '
machine gun and
plenty of armor to ''
withstand most foes. I generally
spot the enemy with the Jeep, then run away, moving
slowly enough to take enemy foot soldiers with me. When
they run into my half-track, it's easy to catch the pursuers
in a crossfire.
Jeep
■;»»*
\'\ lll>^
If you yearn for a Bradley or some other
vehicle, find another game! The
jeep is the classic do- .
everything transporta-
tion for your back-
yard battle. With
more speed than a
tank, it has the ability
to traverse rugged terrain
(like rocky patches) and makes the perfect recon vehicle.
The danger of the jeep is that, despite what the rules tell
you, the armor won't shield you much from enemy fire —
particularly mortars, where the lack of a canopy will melt
your soldiers in a hurry. Don't get seduced by the Jeep's
machine gun mount, either; If you stand to fight and then
meet up with anything more than a couple of enemies
with popguns, you'll be back in that cardboard box before
you can say "fresh plastic mold.”
Tank
Appropriately for the toy battlefield, the tank lades speed.
On the other hand, it's virtually
immune to small-arms fire
and mortars. Slugging
it out toe-to-toe
with a tank *7^
armed with a
half-track isn't
bravery; it's suicide.
But the battleship of the sandbox has one weakness: The
tank's treads, although plastic, resemble those of real-life
armor in their susceptibility to both bazookas and flame-
throwers. Remember to kneel when you take aim at a
tank, and make that first shot count! It's doubtful you'll
get another if you miss....
COMPUTER GAMING WORLD » AUGUST 1998
/.compulergaming.c
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trademark of GameSpot inc.Atf other trademarks, registrations, and copyrights are properties of their respective holders.
FIFA Road to Worid Cup 98
Winning Strategies for Conquering the World's Best Soccer Teams
M ■■■J -
. ■ ■ . .V
■?
NOSEBLEED SEATS With the F8 view, you lose some player
detail, but you can see the opposing side's formations
develop, which is key to exploiting their weaknesses.
by JoeVallina
iercely competitive and
challenging, FIFA ROAD
TO WORLD CUP 98 is the
best PC soccer game to
date. There's nothing
quite like playing your
favorite team and taking
them all the way to the
Worid Cup championship game,
and FIFA 98 gives you an
unprecedented choice of players,
teams, and game options with
which to do so. If, however, you're
planning on getting to the final
round on the Professional or —
God forbid — World Class level, it's
going to take some special skills
not outlined in the game's manu-
al. At this level of competition, it's
not enough simply to be able to
sprint and slide tackle. No, to turn
your team into world champions,
you've got to know how to fake
out your defender with a 360-
degree spin move, execute a lob
See the Review
JUNE ISSUE • 4.5 STARS
kick to center, and put the ball
away with a backward-facing heel
kick — all while 11 vicious enemy
players are gunning to stop you.
Take the Wide Angle
FIFA 98 offers a wide variety of
views and camera angles, but, for
my money, the F8 overhead view
is the best. This view lets you see
almost the entire pitch, and that
makes it much easier to set up
crosses and downfield passes. You
can also more readily spot holes
in the opposing half's defense.
Practice, Practice,
Practice
The Training area in FIFA 98 is a
very useful feature, There are few
things more beneficial than being
able to take your team to the
training field and practice your
moves without having to worry
about being tackled at every turn.
Begin your practice session with
no defenders. Practice executing
your moves, and combinations of
moves, until you can do them
with ease. Then, add a defensive
player and try those moves
against him. When you feel like
you're getting it, up the diffi-
culty level to World Class, and
practice some more. Keep
adding defenders and upping
the difficulty until you're confi-
dent with your performance.
Special Moves
FIFA 98 has a myriad of pos-
sible moves and kick combos.
I've found, though, that it's
better to learn a few moves
really well than to try to use
every trick in the book. While
you're looking for that special
combo, the opposing side will
You're
the Boss
Many FIFA 98 players make
the mistake of ignoring
the team management
aspects of the game. This is actually
one of the game's strongest points,
but it must be used effectively.
One thing I like to do, especially
in the beginning of a game, is
change my team's formation to
four backfielders, one midfielder,
and five forwards. This ensures that
I always have men around the goal,
and since the computer rarely, if
ever, plays five guys back, I always
have stolen the ball and gotten
halfway to the goal.
The first things you should
practice are your player's spe-
cial moves, such as the walk-
around, the 360-degree spin.
have an open man to cross to. I
keep my back four in a sweeper
formation to protect my goat from
inside threats, and spread the front
five out in a flat formation to thin
out the other team's defense. Of
course, the big risk
in this strategy is
that the other
team will clear the
ball into your goal
area; die solution
is to set your strat-
egy slider a little
toward the conser-
vative side in order
to prevent your
back guys from
coming too far for-
ward, leaving an
open goal.
Due to the ATs
catdi-up logic, it's
very important to
play a more con-
servative-style
game if you have
the lead going into
the second half.
The computer
seems to always
find a way to make
that "miraculous"
shot (usually a
header off a free
kick), so play back
and take it easy
with the X key.
ik COMPUTER GAMING WORLD » AUGUST 199B
i'.computerganiing.t
1
" V/v' j .rt
, t
■
SPIN ACTION Use the shift keys on your gamepad to add spin
to the bail In dead-ball situations like this corner kick.
and even the basic jump. Actually,
we'll start with that.
To be successful in FIFA 98 it's
essential to be able to properly
jump over intended slide tackles.
At the higher difficulty levels, the
Al is ruthless in its slide-tackling
ability, and if you can't avoid the
tackle, you're dead. Practice with
one attacker and one defender on
the practice pitch. Dribble the ball
into the defenders' side until he
comes up to tackle you. As he
begins his lunge, press the Z but-
ton, without breaking stride, to
jump over the defender's tackle.
Another move that works par-
ticularly well is the 360-degree
spin move into a shot on goal. To
do this, hold the right shift button
on your controller, while tapping
the Y button for the spin, then
immediately slide your finger over
to press the C button as you
release the shift. Practice this until
you can do it without breaking
stride. This move is especially
effective when you are
surrounded by oppos-
ing players close to the
goal. The spin will often
throw the defender off
just long enough for
you to shoot.
The walk-around
move {hold the shift
button while holding X)
is when your player
steps around the mov-
ing ball without touch-
ing it. This move accom-
plishes two things: It
keeps the defender
from knowing which
way your player is
going to pass the ball,
and it usually keeps the
defender from trying
the tackle. Use the walk-around in
combination with a forward cross-
ing pass.
Whether they be corner kicks,
free kicks, or penalty kicks, dead-
ball situations are crucial in tight
games. You can practice each of
them in the training area. As with
the other moves in FIFA 98, dead-
ball kicks can be manipulated
using the shift buttons on your
gamepad. When it's time to kick,
the red arrow will come up, show-
ing the direction, height, and dis-
tance of the kick. What many
gamers overlook, however, is that
by using the shift buttons you can
manipulate the spin on the bail to
make it curve while it's in the air.
Logically, the left shift button
makes the ball veer left, and vice-
versa. Experiment with different
angles and spins to find which
work best with your formations. If
done correctly, you can curve the
ball directly to one of your players
near the net for an easy header-
on-goal (immediately hold the C
button as you aim for the goal
while the ball is still in the air).
On higher difficulty levels,
don't hesitate to use the X key.
Your opponents won't. Most
times, you can get away with a
well-placed elbow (double-tap X
when you're on defense). The
spikes-up slide tackle, while effec-
tive, is a little more risky.
I should note that most of the
strategies outlined here will also
work for EA's newest soccer game,
WORLD CUP 98. So lace up your
boots, hit the pitch, and win one
for your country! S32]
GOOOOOOAL! Add yourself to the roster, and you can score the winning
goal in a World Cup game. How did the Spanish ever get along without me?
The Right Team)
While it might be exciting
to try to go all the way
with your sentimental
favorite, the Burkina Faso national
team (after all, wasn’t grandpa from
there?), you'll really have your work cut
out for you against the big boys like
England and Brazil on FIFA 98's higher
difficulty levels. Even if your game
skills are perfect, you can control only
one player on the team at any moment.
and if your compute^controlled team-
mates couldn't win a schoolyard pickup
match, you're toast. Also, because the
computer takes into account individual
players' agility, speed, shot power, and
the like, just because you hit the right
key combination for that incredible
shot, doesn't mean that your player can
pull it off. So, if you want to have a real
chance at going all the way, you need
to play one of the standard World Cup
contenders: Brazil, Italy, Argentina,
England, Germany, or Spain.
While you're at it, be sure to go to
the Player Edit area and add yourself to
the roster. Putting your mug on the
pitch is a simple matter of taking an
existing player on the team, then
changing his facial and hair styles (as
well as his skin and hair color). You can
change his number, too, should you so
choose. There's no better feeling than
seeing your own name listed as a goal
scorer in World Cup competition.
v.computergaming.c
COMPUTER GAMING WORLD* JULY 1998
CmBR'S EDGE
SEMPER FI
► Take advantage of the combined arms rule in SEMPER FI. Don't send
tanks right up against a city, or you'll get a rude surprise when infantry
close-assaults your armor. Make good use of your artillery assets, such as
onboard mortars or off-board artillery.
► After clicking a unit, stop. Make sure the selected unit is a command
unit or that you click the activate company button. Otherwise, you only get
to use that one unit during the current phase.
► Use your helicopters aggressively. Yes, you might lose a few from enemy
fire, but your choppers are too effective at shooting up armor for you to be
cautious with them. They run out of ammo relatively quickly, though, so choose
targets wisely — go after enemy armor-command platoons. — Loyd Case
DRAGOON
Leaders: Plan your attack so the corps commander with the highest com-
mand rating delivers the crucial moves that hour. Usually, your overall com-
mander will be first candidate for activation, so defer his selection until
later. That way, if the critical corps commander fails activation, your overall
commander can take over and move the troops. Should the attack fall, he
can rally troops before they rout off the map.
Timing Attacks: The 15 minute/125 yard scale and the paucity of heavy
artillery means that troops will not come under fire early. Thus, you have
time to reduce dis-
ruption during move-
ment and make sure
your units go into
attack in good
shape. Although this
may mean launching
only one attack every
hour, you'll get more
out of each attack.
— Jim Cobb
FIFA ROAD TO WORLD CUP 98
and WORLD CUP
AS usual, EA Sports is being
tight-lipped about cheats for
the PC versions of its excellent
soccer games. However, there is a very
interesting unofficial Web site, www.
fifagaming.com, which is the perfect
place to surf— -if you're dying to download that special Singapore jersey.
The wide variety of utilities lets you edit everything from player jerseys to
advertisements on stadium walls. These "real football" fanatics also have
a lot of info on WORLD
CUP and FIFA SOCCER
MANAGER as well. {As
always, we suggest
that you use caution
when hacking, and'
back up your league
files before installing
utilities.) — Terry
Coleman
TROPHY RIVERS
In Single Lure/Fly tournaments, go with a heavy line. This approach
makes catching fish more challenging and also helps to keep your
line from snapping. A broken line not only costs you a lure or fly, it
also means that you don't get to compete for the rest of the day.
Avoid fishing in
swift water flowing
toward you. Your
line can get so
slack you won't be
able to set a hook.
Also, shorter casts
make for shorter
fights with the fish,
minimizing the pos-
sibility of snapping
your line. —Robert
Coffey
COMPUTER GAMING WORLD » AUGUST 1998
Adventure/RPC
FALLOUT
> Repeatedly fighting the
regenerating deathclaws (at
1.000 experience a pop), can
give your character about
48.000 experience in one day
of hard work— provided your
ammo, stimpaks, and patience
hold out.
k Position yourself in combat
so enemies with ranged
weapons are as likely to hit
each other as they are you!
k Initiating combat while in
Sneak mode can really restrict
how many enemies "notice"
you, allowing you to fight one
or two at a time.
k Small Guns are good to tag
for combat early on, but you
should tag Energy Weapons as
soon as possible, so that you
get the most out of the
game's best weapons.
mmm
WARBIRDS 2.01
If you're going to excel in I-
Magic Online's WARBIRDS,
you'll need to learn the ins
and outs of the individual air-
craft in the sim.
In addition to the $2/hour
multiplayer and free head-to-
head support, the game includes
an off-line practice mode. If you
want to see the results of your
maneuvering, take off in off-line
practice mode, and type the
codes at right in order. This lets
you see if your Split-S's are
smooth and your barrel rolls are
effective. — Denny Atkin
Code Result
I You Enter Command Mode
.smoke 50 Turns On "Airshow Smoke"
Alt-V Switches to an External View
OUTWARS
The developers of Microsoft's new 3D shooter are
evidently big movie fans, which makes for some
amusing cheat codes. (Check out our OUTWARS
review on page 176.) —Terry Coleman
Code Result
buzz Glider Wings (for ToySforyfans)
dirtyharry Unlimited Ammo (for Clint fans)
gohome Reset Level to Start Position
keymaster Unlimited Jet Pack Fuel
macleod Immortality (for Highlander ians)
snipsnip Change Gender (for Orlando fans)
thrasher Shows All Your Enemies on Radar
k Targeted shots, especially at
the eyes, are devastating.
k A character with Fast Shot
and Bonus Rate of Fire
(requires high Agility and
Intelligence), can use the pow-
erful Turbo Plasma Rifle for a
cost of only two action points.
k If you can't get Talus or
Michael to help you acquire
Power Armor, steal the part
you need from Rhombus's
locker. Remember to pop it
into a bag before Rhombus
catches you. — Petra Schlunk
DIE BY THE SWORD
p or a totally different feel in^_
h interplay's latest, try the following
cheat: Hold down tne Shift key
and type lunar. This puts both you and
the creatures you face into Lunar
Gravity Mode, where you can all jump
around like Apollo 11 astronauts. This
mode isn't necessarily easier, but it is
fun. (Check out our DIE BY THE SWORD
review on page 174.) — Terry Coleman
(A
in
0
A
m
COMPUTER GAMING WORLD * AUGUST 1998 253
GAMER
Save Time and Money
Ordering Games by Phone!
Local Stores
don't always
have the
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looking for
or the expert
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Chairman and CEO Eric KIppeau
Chief Financial Officer Timothy O'SrIen
Presidents
ZD Publishing Claude P. Sheer
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ZO Comdex and Forums iason Chudnofsky
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Brooke Correll (Vice President ZO Brand Marketing)
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Director, Benchmark Operations Sill Catchings
Director, ZD Labs Lauren Black
Editorial Director, New Products BID Machrone
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COMPUTER GAMING WORLD « AUGUST 1998
www.compulergaming.com
GAMER
EOlTOeS'
CHOICE
The "GREY"
Intel Pentium II BOOIVIHz MMX
44aLX AGP Motherboard w/5ISK
AAVID Cooling System
e4MB SDRAM
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Intel i74D Chipset SX AGP
Diamond Monster Voodoo II w/GI
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ATX Full-Tower Case vy/aOD Watt
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KoolMaH'V^eo Cooling System
ID4^iK^ef] Keyboard
if^osio^fe-Button Mouse
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Widows 'SB Operating System
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^meo. Sound. Direct X
Free Installation SL Configuration of
Favorite Gdmes
Price: SB.OSS.OO
''BOTTOM LOME: If you've gat the money to
spend this is the gaming system to awn"
-PC GAMER. January. 1933
“PerfarmancB vwas simply stunning"
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ll\ID"
The "I
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Microsoft B-Button Mouse ,
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MS Sidewinder Precision Pro
Windows '98 Operating System
Latest Drivers for Motherboard,
Video. Sound. Direct X
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Price: $2,799.00
Quality IVIanitors
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Intel 1740 Chipset 2X AGP
Dual-Diamond Monster Voodoo ll's
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Iomega Internal Zip Drive 10DMB
SoundBlaster 16 PnP
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Hitachi End Generation DVD Player
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Logitech Mouseman ^
US Rqgptics 5GK V.9D Fax/Modem
MS Sidewinder Precision Pro
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Windows '9B Operating System
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Go to #105 @ www.computergaming.com/infollnk
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09/90 $35.99
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10/97 $38.99
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Stratosphere 08/98 $
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Total Annitn Core Cntgncy 04/98 $
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Transpol Tycoon Olx 09/95 S
Tribal Rage 05/98 $
Uprising 10/97 $
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Warwind 2
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Worms 2
X-Com Apocalypse
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COMPUTER GAMES: WAR
101SI Airborne Normandy 08/98
Civil War Experience
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Close Combal 2
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Greal Battles Caesar
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11/96 $33.99
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Steel Panihers 3 11/97 :
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War In Europe 05/98 $39.99
War ih the East: Ijyum 04/98 $24.9
War Inihe East: Leningtad04/9B $24.99
BOARD GAMES
12/94 $19.99
06/98 $45.99
01/95 $19.00
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Invasion: Sicily
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Lee Takes Command
Llonheatl
Longest Day
Longslreers Assault
Midway
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Over the Reich
Pacific War
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Republic ol Rome
Rise ol LuHwalle
05/98 $24.99
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Riseot the Red Army
Samurai Swards
Saratoga
Seiners ol Catan
Sliver Bayonetle
Spanish Civil Wars
Stonewall Jackson Way
Texas Revolution
Typhoon! 1941
Wat To End All Wats
Warnammer 40K
We the People
Wcoden Ships
ROLE PLAYING GAMES
AD&D DM Guide 02/95 $20.99
Albedo 04/98 $18,99
AllEtnilyPlayer'sHbook 04/98 $24.99
ArsMagIcaAthEd 08/95 $25.99
Bubblegum Crisis 12/96 $1699
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'FALLOUT 2‘ This sequel to the popular roleplaying game will have
a new cast of mutants, droids, ghouls, lizards, & llesh- eating
plants. It lealures improved Artificial Intelligence, a car, new armor,
& new weapons.Give strategic commands to your party members,
tell them to heal themselves, slay put, & even teach them new skills
& abilities.
Eidos
PC CD
'MYTH' is a tactical level real-tim
strategy game ol lantasy warfar
with an emphasis on multiplaye
baltles.This medieval univers
leatures unprecedented realis
and detail. Seasons change durin
the course ol the game, attectin
tactical decisions. Real 3D terra!
dynamic lighting, and tricky arti
cial Intelligence
'ALPHA CENTAURI’ is Sid Meier'c
new turn-based empire-building
strategy game. A mother ship's
human cargo fleeing earth in the
22nd century splits Into 7 tactions
en route to the selt-titled destina-
tion, Colonists can terraform land
I changing topography to suit
' needs. Determine your infant civi-
I lizatlons modus operendi. Design
1 your own military with land, sea
& air units.
Electronic Arts(Strateg
SAITEK X36 CONTROL SYSTEM
includes the fully programmable
X36F Control Stick 8,
Throttle & Rudder Control.
Saitek (Hardware)
Release: 5/96 PC
Spend the speeilied amount on any In-slock seltware and ctioosa one Irea |
IBM game Irom the corresponding list. Request must be made at time ol
order. Oiler good an In-stock sollwaia only, while supplies last. Limit 2 par
customer. Valid through 7/26/98.
DIAMOHO MONSTER 30 II' ThI
3D add-on upgrade card works
with your existing 3D graphics
card or 2D/3D combo card. Using
the next generation 3Dfx Voodoo2
chipset. Diamond Monster 3DII
simply blows away previous stan-
dards ol performance!
Diamond (Hardware)
Release: NOW
PC
12meg^
S200same as cash. COD SB. Price, release, availability, shipping tirnes
ire added S&H. Within 10 days detectives repaired or replaced at
S&H calculated on a per order, per shipment, and per item basis.
Tlie'perorder'chargeischargeclv..,..,.-. - .
is charged once tor each item ordered and the per shipriienl charge
charged once for each shipment we make to you. For each US order $10.00
will he allocated to a 12 issue subscription to Computer Games Strategy Plus.
'DIABLO II: INFERNO' Five new
character classes with unique
attributes & abilities. Four diller-
ent, fully populated towns, multi-
ple dungeons, caverns & crypts.
Expanded world filled with all-new
quests, weapons, spells, aimor, &
monsters. Advanced combat sys-
tem which incorporates class-
specltlc fighting techniques &
spells.
Go to #068 @ www.computergaming.com/infollnk
Each month, 2,000 CGW subscribers are selected at random to rate 1 00 computer games. The results of that poll are combined
with the results of previous months to yield a cumulative average for the best plays in gaming. If you receive a ballot, please
return it with your ratings so that other gamers and game publishers can benefit from your feedback.
1 TOP ACTION CAflAES
i ^
1
Quake II
Activision
8.67
3 1
2
Quake Pack 2: DOE
id Software/Roaue
8.63
d
J
Quake Pack 1: SOA
id Software/Ritual
8.62
4
4
Jedi Kniaht; Dark Forces II
LucasArts
8.47
b
Duke Nukem 3D
6
—
jedi Knight; Myst. of the Sith
LucasAris
8.04
7
6
Tomb Raider
Eidos
8.02
»
a
Quake
id Software
7.99
9
10
Moto Racer
£A
7.75
1U
9
The Need for Speed SE
EA
7.73
TOP CLASSIC/PUZZLE CAflAES
B 1
IB 2"
1
2
You Don't Know Jack 2
You Don't Know Jack 3
Berkeley Systems
Berkeley Systems
8.35
8.07
i ^
3
You Don't Know Jack Movies Berkeley Svstpms
7.95
4
4
You Don t Know Jack Sports Berkeley Systems
b
—
Smart Games Challenae 2
Smart Games
7.45
b
b
Worms 2
MicroProse
7.43
7
5
You Don't Know Jack TV
Berkeley Systems
7.39
8
Power Chess
Sierra
7.29
9
Lose Your Marbles
SeqaSoft
6.85
I 10 — Creatures
Mindscape
TOP SPORTS CAflAES
1 Links LS
Access
8.59
92
2
NHL 98
EA Sports
8.45
3
3
NBA Live 98
EA Sports
8.34
4
4
NASCAR Racing 2
Sierra
8.16
5
5
Grand Prix 2
MicroProse
7.94
6‘
5
NHL 97
EA Sports
7.88
7
7
NBA Live 97
EA Sports
7.87
8
8
Tripleplav 98
EA Sports
7.64
9
—
Diamond Mind Baseball 7.0
Diamond Mind
7.62
10
'9
Jack Nicklaus 4
Accolade
7.54
TOP ADVENTURE CAflAES
J 1
1 The Pandora Directive
Access
8.19
m 2
3 Curse of Monkev Island
LucasArts
8.11
%\ ^
— Blade Runner
Weslwood/Virgin
7.84
I
4 Twinsen's Odvssev
Activision
7.66
1
_5 Realms of the Haunting
Interolay
7.43
8 Rama
Sierra
7.43
5 Last Express
Red Orb
7.43
n ^
5 The Neverhood
DreamWorks
7.42
1 ^
9 Circle of Blood
Virqin
7.41
1
10 Spycraft
Activision
7.29
i TOP SIflflULATION/SPACE COflflRAT
B 1
2 Longbow
EA
8.51
IB 2
1 Wing Commander Prophecv Oriain
8,32
! 3
4 AH-64 Longbow
EA/Oriain
8.03
4
— F-22ADF
DID
8.00
5
6 MechWarrior 2; Mercenaries Activision
7.75
6
5 Fighters Anthology
EA
7,69
7
* Flight Sim 98
Microsoft
7.35
j 8
— Flight Unlimited 2
Lookinq Glass
7,30
9
— X-Winq vs. TIE Fighter
LucasArts
7.12
TOP STRATECY CAflAES
3
Ip
S 2
1
2
.Heroes_|l:_Price of Loyalty NewWorld Como 8 96
WarCraft il Expansion Disk Bii77flrd R7n
j
b
Heroes II
New World Comp
8,60
4
b
Red Alert
Viroin/Westwood
8.56
b
/
Red Alert: Counterstrike
Virqin/Westwood
8.24
b
3
Total Annihilation
GT Interactive
8.11
/
8
Age of Empires
Microsoft
8.01
8
—
Civ II: Scenarios
MicroProse
8.00
9
Civ II: Fantastic Worlds
MicroProse
7.86
10
—
Jagged All; Deadly Games
Sir-Tech
7.51
1 TOP ROLE-PLAYING CAflAES
1 1
1
Diablo
Blizzard
8 56
I2
2
Fallout
Interplay
8 77
3
3
Hellfire
Sierra
8 01
4
4
Dagqerfall
Bethesda
7 13
b
b
Lands of Lore II
Westwood
647
b
8
Meridian 59
3DO
5 00'
/
/
Ultima Online
Origin
4 83
8
9
Descent to Undermountain Interplay
3 8?
—
10
—
TOP WARCAAAES
i 1
2 Steel Panthers Camp. Disk
SSI
8.45
« 2
2 Panzer General II
SSI
8.44
3
1 Steel Panthers II Camp.Disk SSI
8.43
4
4 Sid Meier's Gettysburg
Firaxis
8.24
b
5 Steel Panthers II
SSI
8.10
b
6 Battleground: Shiloh
TalonSoft
7.87
/
/ Battleground: Nap. In Russia TalonSoft
7.85
8
9 Battleground: Bull Run
TalonSoft
7.83
9
10 Battleground: Antietam
TalonSoft
7.78
10
8 Tigers on the Prowl 11
HPS
7.77
COMPUTER GAMING WORLD » AUGUST 1998
y.conipDtc'tfi.iming,!
Games on unnumbered lines are tied with game on line above. ★ =Top game of genre. Red = New Game, AD = Adventure, RP - Roie-Playing, SI - Simulation/Space
Combat, ST = Strategy, WG = Wargame, AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible for tbe Hall of Fame.
THIS lAST GAME/
CAME
GEm
pou caw 1
5C0R5 mm 1
1 1 Heroes 11: Price of Loyalty NewWorld Computing
ST__
8.96
5
2 4 WarCraft 11 Expansion Disk Blizzard
ST
8,70
4.5
3 2 Quake II Activision
""ac_
8.67
4.5
4 6 Quake Pack 2: Diss. of Eternity id Software/Rogue
AC
”’8,63
5
5 7 Quake Pack 1 : Scourge of Armagon id Software/Ritual AC 8.62 4.5
6 10 Heroes II New World Computing
7 11 Links LS Access
8 13 Diablo Blizzard
12 Red Alert Virgin Westwood
10 5 Longbow 2 EA
11 18 Jedi Knight: Dark Forces II LucasArts AC 8.47 4.5
12 13 NHL 98 EA Sports
SP
8.45
4
16 Steel Panthers Campaign Disk SSI
WG
8.45
4
14 16 Panzer General II SSI
WG
8,44
5
15 15 Steel Panthers 11 Campaign Disk SSI
WG
8.43
4,5
16 20 You Don't Know Jack 2 Berkeley Systems
CP
8,35
4,5
17 19 NBA Live 98 EA Spoils
SP
8.34
4,5
18 3 Wing Commander: Prophecy Origin
SI
8.32
4,5
19 23 Fallout interplay
RP
8.27
4.5
20 23 Red Alert; Counterstrike Virgin/Westwood
ST
8.24
4
22 Sid Meier's Gettysburg Firaxis
WG
8.24
4.5
22 26 The Pandora Directive Access
AO
8.19
N/R
23 27 NASCAR Racing 2 Sierra
SP
8.16
5
24 28 Duke Nukem 3D 30 Realms
AC
8,15
4.5
25 40 Curse of Monkey Island LucasArts
AD
8,11
5
8 Total Annihilation GT Interaaive
ST
8.11
4.5
27 33 Steel Panthers II SSI
WG
8.10
4,5
28 21 You Don't Know Jack 3 Berkeley Systems
CP
8,07
4
29 _ Jedi Knight; Mysteries of the Sith LucasArts
AC
8,04
4
30 41 AH-64 Longbow EA/Oriqin
SI
8,03
5
31 37 Tomb Raider Eidos
AC
8,02
4
32 29 Age of Empires Microsoft
ST
8.01
4,5
31 Hellfire Sierra
RP
8,01
4
34 38 Civilization 11: Scenarios MicroProse
ST
8.00
4
— F-22 ADF NovaLogic
Si
8.00
4,5
36 43 Quake id Sofuvare
AC
7.99
5
37 31 You Don't Know Jack Movies Berkeley Systems CP 7.95 4.5
38 44 Grand Prix 2 MicroProse
39 44 NHL97EA Sports
40 46 Battleground: Shiloh TalonSoft
44 NBA Live 97 EA Sports
42 36 Civilization II: Fantastic Worlds MicroProse ST 7.86
43 47 Battleground: Napoleon In Russia TalonSoft WG 7.85 4.5
44
— Blade Runner Westwood/Virgin
AD
7.84
4,5
45
50 Battleground: Bull Run TalonSoft
WG
7.83
4
46
52 Battleground: Antietam TalonSoft
WG
7,78
5
47
49 Tigers on the Prowl 11 HPS
WG
111
4
48
53 MechWarrior 2; Mercenaries Activision
SI
7.75
4,5
59 Moto Racer EA
AC
7,75
4
50
54 The Need for Speed SE EA
AC
7,73
N/R
THIS LAST CAME/
Mrt Mn. mSlISHES
GAME
GENHE
POLL CSIV ■
SCOPE mm ■
51 50 Fighters Anthology EA
Si
7.69
3,5
52 37 Tomb Raider II Eidos
AC
7,68
4
53 56 Twinsen's Odyssey Activision
AD
7.66
5
54 58 Tripleplav 98 EA Sports
SP
7.64
3
55 — Diamond Mind Baseball 7,0 Diamond Mind
SP
7,62
3,5
60 Battleground: Waterloo TalonSoft
WG
7.62
4,5
57 62 Crusader; No Regret £A/Oriqin
AC
7.60
4.5
58 61 You Don't Know Jack Sports Berkeley Systems
CP
7.56
4.5
59 64 Jack Nicklaus 4 Accolade
SP
7.54
5
60 64 Jagged Alliance: Deadly Games Sir-Tech
ST
7,51
4
61 — Smart Games Challenge 2 Smart Games Inc,
CP
7.45
5
62 76 Interstate '76 Activision
AC
7.44
4,5
63 66 Last Express Red Orb
AD
7.43
4.5
78 PGA Tour Pro EA Sports
SP
7.43
3,5
72 Rama Sierra
AD
7,43
4,5
66 Realms of the Haunting interplay
AD
7.43
4,5
80 Worms 2 MicroProse
CP
7.43
4
68 66 The Neverhood DreamWorks
AD
7.42
4
69 74 Circle of Blood Virgin
AD
7.41
4
70 73 Dungeon Keeper EA/Bullfrog
ST
7.40
4,5
71 63 You Don't Know Jack TV Berkeley Systems
CP
7.39
2.5
72 71 Myth Bunqie
ST
7.36
4.5
73 78 Flight Simulator 98 Microsoft
SI
7.35
3.5
74 83 NBA Live 96 EA Sports
SP
7.33
N/R
82 Tripleplay 97 EA Sports
SP
7,33
4
76 76 Achtunq! Spitfire Avalon Hill
ST
7.32
5
77 — Flight Unlimited 2 Looking Glass
SI
7.30
4.5
78 87 MDK Playmates/Shiny
AC
7.29
4,5
80 Power Chess Sierra
CP
7.29
N/R
84 Spycraft Activision
AD
7.29
4,5
81 — Baseball Mogul Infinite Monkey
SP
7,28
4
82 84 Age of Rifles Campaign Disk SSI
WG
7,27
4
83 — Star Wars Rebellion LucasArts
ST
7.26
3
— Virtual Pool 2 Interplay
SP
7.26
4.5
85 90 Lords of the Realm 11 Sierra
ST
7.25
4
86 — Obsidian SeqaSoft
AD
7.23
4
87 93 Close Combat: A Bridge Too Far Microsoft
WG
7.21
4.5
88 93 X-COM: Apocalypse MicroProse
ST
7.20
4
89 — Steel Panthers 111 SSI
WG
7.18
3
90 84 Dark Reign Advision
ST
7.17
4
96 Leisure Suit Larry 7 Sierra
AD
7.17
3.5
92 96 FPS Football Pro '97 Sierra
SP
7.16
4,5
93 96 Daqqerfall Bethesda
RP
7.13
4.5
— Imperialism SSI
ST
7.13
4,5
95 99 X-Wing vs. TIE Fighter LucasArts
SI
7,12
3.5
96 — Cart Precision Racing Microsoft
SP
7,11
5
97 - FIFA 97 EA Sports
SP
7.09
4.5
— Hexen 11 Raven/Advision
AC
7.09
3,5
— Robert E. Lee Civil War General Sierra
WG
7,09
4
100— Theme Hospital Bullfroq/EA
ST
7.08
4
1
ST ^6_0
JP_ 8.59 _5
RP ~"8.'56 4.5
ST 8.56 4.5
SI 8.51 5
SP 7,94
jP 7.88 " 4,5
WG 7.87 5
SP 7.87 4.5
vT.computergaming.c
COMPUTER GAMING WORLD « AUGUST 1998
HAlLOfFANiE
Welcome to the Cooperstown of Computer Games. Games that broke
the records, established the benchmarks, and held gamers in delighted trances for hours untold.
Alone in the Dark (l-Motion, 1992)
Lovecrafiiar horror goes 3D, with shifting camera angles
adding to the creepy atmosphere.
The Bard's Tale (EA, 1985)
Pioneered three-point animation, 3D color mazes,
and auiomapping.
Battle Chess (lnierplay,1988)
The Franklin Mint of computer chess games, with violent
and funny animation disguising a solid chess engine.
Betrayal at Krondor(Dynamix,l993)
As rich and imaginative as Raymond Feist's world itself.
ChessmasterfSofiware Toolworks, 1986)
The Cadillac of castling, it gets better with each version.
Command & ConquerfVirgin/Westwood Studios, 1995)
Moved beyond Dune II witn innovative features and multiplayer
play, ushering in the current real-time strategy game explosion.
Day of the Tentacle (LucasAns, 1993)
Offbeat sequel to Matiwc Mmision; the interactive equivalent of a
classic Chuck Jones cartoon.
DOOM (id Software, 1993)
Revolutionized PC action games and network gaming; now
surpassed in technology, but not gameplay.
Dungeon Master (FTL Software, 1987)
Trend-setting graphics, digitized stereo, and great hack-and-slash
from a decade ago.
Earl Weaver Baseball (EA, 1986)
Revoiutionaryphysics-based baseball game pleased troth action
and statistics fans; still unsurpassed more than a decade later.
Empire (Interstel, 1978)
VAVII in space, this mainframe transplant brought elegant
mechanics, depth, and unending replayability to the PC.
F-_19 Stealth Fighter (MicroProse, 1988)
A "thinking man’s" sim, with great missions, in which sneaking
around is as fun as dogfighting.
Falcon 3.0(SpectrumHoloByte, 1991)
Tough, detailed jet sim with ambitious Al, graphics, and
connectivity to match its realism.
Front Page Sports Football ProfDynamix, 1993)
Physics-basedsystem, good Al, and unmatched career play make
this the ultimate in pigskin play.
Gettysburg: The Turning Point (5SI, 1986)
First variable order of battle changed the look of ail American
Civil War games on the PC.
New Induction
Cunship [MicroProse, 1989)
Great charaner continuity, R&R for fatigued pilots, and even sick
leave; best chopper fare until Jane's Longbow.
Harpoon (360 Pacific, 1989)
In-depth modern naval battles in real-time, based on the world's
Cold War fears.
Kampfgruppe (SSI, 1985)
WWII Feast Front armor battles were a success on multiple
platforms.
King's Quest V (Sierra On-Line, 1990)
Redehned the graphic adventure with new parser and VGA
graphics.
Lemmings (Psygnosis, 1991)
The lovable cartoon Lilliputians were hits on every platform.
Links 386 Pro (Access Software, 1992)
Topped the leader board in graphics anrJ realism (or its era,
M-1 Tank Platoon (MicroProse, 1989)
Realistic sim that properly focused on armored formations rather
than on single vehicles; good mission designs.
Master of Magic (MicroProse, 1994)
The atmosphere of Magic: The Gaiherinq with the sophistication
of Civ,
Master of Orion (MicroProse, 1993}
Remarkable diplomatic Al; deep and varied technology tree;
aliens requirecl radically different playing styles.
Mech Brigade (SSI, 1985)
Improved Kampfgruppe system for modern armored battles.
MechWarrior II (Activision, 1995)
A serious treatment of Mech design and resource management,
combined with complex and addictive battles, legitimized "giant
robot simulations.”
Might & Magic (New World Computing, 1986)
First-person, maze-based RPG with huge environment and tough
combat-
M.U.L.E.(EA, 1983)
A landmark multiplayer strategy game that had no weapons of
destruction, just cutthroat competition that made economics fun.
Panzer General (SSI, 1994)
Entertaining wargame with an elegant interface, great
campaigns, strong Al, good graphics, and impressive sound.
Red Baron (Oynamix, 1990)
WWI air combat with great graphics, incredible realism, and a
versatile replay feature.
The Secret of Monkey Island (LucasArts, 1990)
Comedy that set new standards in writing quality and social
sensitivity.
Sid Meier's Civilization (MicroProse, 1991)
CGW'% #1-rated game of all time; indescribably addictive world-
conquest/explorallon game.
Sid Meier's Pirates (MicroProse, 1987)
Combines pirate adventure, action, RPG, and strategy to make
the most successful hybrid of ail lime.
Sid Meier's Railroad Tycoon (MicroProse, 1990)
SiwCin meets 1830witbfobber barons for emphasis.
SimCity (Maxis, 1987)
Urban planning with fascinating consequences and challenges-
ihe first great software toy.
Starflight (EA, 1986)
Depth, great characters, and a good sci-fi storyline set early RPG
standard.
Their Finest Hour (LucasArts, 1989)
WWII sim with great campaigns, realism and many crew-
member options.
TIE Fighter (LucasArts, 1994)
Most satisfying Sm Wars space-combat game to date lets you
live on the daiK side.
Ultima 111 (Origin Systems, 1983)
Coherency and surprising subtlety emphasized role-piaying and
set the tone for later UiniRAS.
Ultima )V (Origin Systems, 1985)
High-concept RPG explored meaning of vilue and pul the role in
role-playing.
Ultima VI (Origin Systems, 1990)
RPG as morality play, replete with moral choices and realistic
environs.
Ultima Underworld (Origin Systems, 1992)
The first truly 30 RPG, and still the most convincing; its dungeon
walls were nicely "painted" with texture-mapped graphlG.
War in Russia (SSI, 1984)
More realistic than Eastern Front, it captured the essence of the
largest land campaign in history,
WarCraft II (Blizzard, 1996)
More cerebral than most real-time strategy games, it offered
deceptive depth and personality to spare.
Wasteland (Interplay, 1986)
Derived from Mike Stackpole’s Mercenaries. Spies, and Private
Eyes, this is the definitive postapocalyptic RPG.
Wing Commander(Origin Systems, 1990)
A hot spaceflight engine, unfolding story path, and great
characters.
Wing Commander II (Origin Systems, 1991)
Darker story, grittier feel, sound carJ advances, and tougher Al
made this a sequel of sequels.
Wing Commander III (Origin Systems, 1994)
Surpristngly satisfying FMV space-opera didn’t lose the essence
of the space-combat game.
Wizardry (Sir-Tech Software, 1981)
Defined the computer RPG with maze-based viewpoint and
atmospheric spell names.
Wolfenstem 3-D (id Software, 1992)
Smooth-scrolling action blastfest cleverly updated the original,
and put shareware back on the map,
X-COM (MicroProse, 1994)
Premier tactical squad-level engine combined with alien tech
research and pop culture for a sci-fi game nearly as addictive as
CiVIlIZATION.
Zork [Infocom, 1981)
The progenitor of acfventure games on the PC: its humor and
challenging puzzles seem timeless. The game has since spawned
a number of sequels, none of which has equalled the original.
You Don't Know Jack Berkeley Systems, 1 996
Every company strives for a mainstream gaming hit, yet most attempts fail miser-
ably. Back in early 1996, however, Berkeley Systems and Jellyvision combined
their talents in You Don't Know Jack, a game that managed to appeal to both
hard-core enthusiasts and newcomers alike.
Because Jack was ostensibly based on a recognizable medium — the cheesy tele-
vision game show — it immediately drew a huge audience. Jack kept everyone coming
back for more through a combination of highly addictive gameplay and irreverent hu-
mor. The designers reveled in turning trivia-game convention on its ear and intro-
ducing new categories, such as the gibberish question (where you had to decipher
with what a certain sentence rhymed: "A fiddle nerd sold pee," for example, would
translate as "A little bird told me").
Jack is the perfect example of a game that can appeal to non-traditional computer gamers.
Not only is it a fabulous single-player experience, it's also the ultimate party game. When Jack came out, the
old CGW rule about leaving your work at work was forgotten: Friends and family begged editors to bring the game
home for weekends.
You Don t Know Jack has spawned a number of successful sequels and not-so-successful competitors, but it's
the original we reward here for its irreverence, its freshness, and its take-no-prisoners attitude. Like Tetris before it
You Don’t Know Jack is one Puzzle/Ciassics game that broke the mold— and had a lot of fun doing it.
COMPUTER GAMING WORLD ■ AUGUST 199B
iputergaming.f
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If you're looking for the fastest online news and reviews in gaming, turn to the
experts at GameSpot Here's a brief overview of what you can expect on
GameSpot over the next few weeks. To see these articles and others, point your
browser to the ultimate gaming page at http://cgw.gamespot.com/augu5t98.
Dess!ock also examines other RP6s in the works,
including Fallout 2, Baldur's Gate, Return to
Krondor, and Swords & Sorcery: Come Devils,
Come Darkness.
strategy Guides
STARCRAFT
The game has finally been released, and
many gamers are already scrambling to get
through the 30 missions and on to battle.net.
So don't get hung up on any one mission.
Consult GameSpofs expert guide for advice
on how to complete each mission
successfully and how to play as each of the
different races. The guide also provides in-
depth information about every unit and
plenty more, so don't miss out.
Special Features
WEB WARFARE
Three top online-only flight sims are
fighting in the internet skies for your
entertainment dollar. Choose wisely by
checking out this Game5pof story written
by CGfV contributing editor John Nolan.
John checks out Air Warrior III,
WarBiros, and Fighter Ace to compare
such features as flight models, graphics,
and price.
1998: THE YEAR
OF THE RPC?
GameSpot's RPG expert, Dessiock, can
relate to the disappointment among
fans after a year of broken promises
from RPG developers in 1997. Will they make up
for it this year? Dessiock closely examines the
hottest RPGs due out this year, such as Ultima:
Ascension, Might and Magic VI, and Wizardry VIII
to see what they have to offer hungry RPG fans.
COAAMAND & CONQUER:
TiBERIAN SUN PREVIEW
The true sequel to Command & Conquer is
coming this October. Trent Ward
provides details about the storyline,
describes many of the game's units,
and more.
Designer Diaries
Ever wonder what's going on behind the
scenes while those much-anticipated games
are in development? GameSpot's Designer
Diaries follow the progress of game
designers like Jane Jensen, embarking on her
third Gabriel Knight game for Sierra On-Line,
and Tim Schafer, who's currently working on
Grim Fandango for LucasArts. Tom Hall also
gives GameSpot readers regular updates on
his new game at ION Storm, Anachronox.
We've just added Sid Meier's Alpha Centauri,
written by designer Brian Reynolds. Also,
coming soon, Ron Millar will talk about his
new game. Black and White. And there's more,
so check out the Designer Diaries on
GameSpot.
Demos
GameSpof has the most thorough and regularly
updated game demo libraries on the Web.
You'll find demos of many of the games that
we've reviewed recently, including Triple Play
99, Die by the Sword, Outwars, Forsaken, Monster
Truck Madness 2, Panzer Commander, World Cup
98, Hardball 6, VR Powerboat Racing, Industry
Giant, and more. 2227
/. computergaming. (
COAAPUTER GAMING WORLD » AUGUST 1998
ONTHBCC-ROM
A Sim-ply Awesome Disc
Strap Yourself In and Prepare for Takeoff on This Month's CG-ROM
Independence War , ■* /
See CGW'5 exclusive 3Dfx-enhanced
demo of one the best space sims to be
released yet.
We've given it our CC-Choice award;
here's your chance to find out if this is
the flight sim for you.
Pilots of all types will want to check
out the demos on this month's CG-
ROM. American gamers who are
curious about the praise being given to
the European space sim I-War (or
Independence War as it will be known
stateside) can check out our
exclusive CGWdemo. Flying fans
can also put Jane's latest offering
to the test — the CG-Choice award
winner, Jane's F-15. We also have a
demo of SSI's upcoming sim, Team
Apache. Finally, for would-be pilots
who fancy testing their aeronautical
skills online, but don't feel like tying
up their machines during the long
download time, we've done all the hard
work for you: Just boot up the new version
of WarBirds 2.01 and get ready to fly the
unfriendly skies.
For strategy gamers, we have Warlords
III: Darklords Rising and Incubation: The
Wilderness Missions, while sports fan can play
HardBall 6. And for gamers looking for
something completely different, there's the
unique Russian import, Vangers— a futuristic
action/driving/puzzle game hybrid with a
very different feel.
PRODUCT NAME
PLATFORM
DIRECTORY/DEMOS EXECUTABLE
Aliens On-Line
W95
ALIENS
install.exe
BASS Masters Classic:
W95
BASS
set
Tournament Edition
up.exe
Burnout
W95
BURNOUT
install.exe
Dominion
W95
DOMINION
domdem11.exe
Drakan
W95
DRAKAN
drakan.avi
Earthlink
W95
EARTHLINK
setup.exe
HardBall 6
W95
HARDBALL6
hb6demo.exe
Incubation:
W95
INCUBATION
incmission
The Wilderness Missions
demo.exe
Independence War
W95
IWAR
iwdemo.exe
Jane's F-15
W95
JANESF15
f15zip2.exe
Team Apache
W95
TEAMAPACHE
setup.exe
Unreal
W95
UNREAL
unreal.avi
Vangers
W95
VANGERS
vandemo.exe
WarBirds 2.01
W95
WARBIRDS
wb95full.exe
Warlords III; Darklord Rising
W95
WARLORDS
setup.exe
How to Use the Disc
The CG-ROM is Autoplay enabled and should begin upon
loading it into the CD-ROM drive. Otherwise, select Run
from the Program Manager in Windows 3.x. or Start Menu
in Windows 95, and type D:\RUN-ME (where D is the
letter of your CD-ROM drive) to run it straight from the
CD. You may type D:\INSTALL to create a CGW
program group on your Windows desktop for future
fun. Many demos require the disc to be in the CD-
ROM drive in order to run; therefore, we
recommend installing the demos from our disc.
To Get the CD-ROM
To subscribe to the CG-ROM version of the
magazine, call (303) 665-8930. If you already
receive the magazine without the CD, you must wait
until your current subscription expires before receiving
the CD version. Please address subscription complaints to
cgw@neodata.com, Neodata is a magazine fulfillment house
which is not owned or operated by Ziff-Davis.
August CD Titles
COMPUTER GAMING WORLD » AUGUST 1998
iputerg, lining, c
Order Free Product Information @ www.computergaming.com/infolink
INFO#
COMPANY
PRODUCT
PAGE 1
3Dfx
Voodoo 2
230-231
112
3DOC0.
Army Men
118-119
243
3D0 Co.
Requiem
172-173
79
Access Software
links LS
214-215
231
Activision
Fighter Squadron
12-13
125
Advanced Cybetlech/XiCat
Incoming
242
105
Alienware
Alienware Systems
255
62
American Power Conversion
APC
189
106
ATI Technologies, Inc.
Graphics Board
68
271
Aureal Semiconductor
A3D
127
220
Blizzard
Staruaft
4-5
BSG
Survival Guide
63-65
BTS & Associates
Web sites/Demos
254
266
Canopus
30 Power
80
68
Chips & Bits
www.cdmag.com
256-257
70
Creative Labs
Graphic Blaster (Voodoo)
244
154
Creative Labs
Sound
74-75
145
Diamond Multimedia Systems
Monster 3D
159
Dreamworks
Trespasser
60-61
276
Eidos Interaaive
Commandos
C5-C7
228
Eidos Interactive
Deathtrap Dungeon
18-19
279
Eidos Interactive
Dominion
54-55
115
Eidos interaaive
Eidos Interaaive
57
277
Eidos Interactive
Final Fantasy VII
49-51
116
Eidos Interactive
Thief: The Dark Projea
52-53
111
Eidos Interaaive
Tomb Raider II
56
257
Falcon Northwest
Falcon MACHV
26-27
113
Fox Interaaive
Fox Sports Golf '99
210
172
Fox Interaaive
X-Flles: The Game
100-101
170
GT Interaaive
Total Annihilation 2 Core Contingency! 38-1 39
171
GT Interaaive
War of the Worlds
C2-C4,1
114
Incredible Technologies
Golden Tee Golf
203
84
Interaaive Magic
F18
196
86
Interactive Magic
Spear Head
78-79
188
Interaaive Magic
Ultra Fighters
240
72
Intergraph Computer Systems
Intense 3D Voodoo
6-7
163
Interplay
Baldur’sGate
108-109
166
Interplay
Fallout 2
212-213
197
Kesmai
Air Warriors
247
197
Kesmai
Aliens
241
197
Kesmai
Gamestorra
249
197
Kesmai
Godzilla
239
197
Kesmai
Jack Niklaus
245
197
Kesmai
Starship Troopers
243
LucasArts Entertainment Co.
Grim Fandango
8-9
130
Mad Genius
Gun Metal
128-129
78
Magix Entertainment
Magix Live Ad
246
124
Matrox Graphics, Inc.
Mystique G200
154
100
Miaon
Millenia
160-161
282
MicroProse
MechCommander
222-223
INFO#
COMPANY PRODUCT
PAGE I
Microsoft
Monster Truck Madness il
29
Microsoft
Motocross Madness
59
•
Miaosoft
Urban Assault
70-71
Microsoft
Urban Assault
73
Microsoft
Windows 98
42-43,45-47
183
Midway Home Entertainment
Mortal Kombat IV
234-235
189
Mindscape Entertainment
Team Apache
24
94
NovaLogic, Inc.
F16
98-99
ORIGIN Systems, Inc.
Alpha Centauri
88-89
ORIGIN Systems, Inc.
Ultima Ascension
C8
Panasonic/fiipcord
Space Bunnies
225
Panasonic/Ripcord
Special Operations
32,77
Panasonic/Ripcord
Stratosphere
200
140
Philips
USB Speakers
238
134
Piranha Interactive Pub.
Dead Reckoning
182-183
136
Piranha Interaaive Pub.
Extreme Tadics
2-3
137
Piranha Interaaive Pub.
Morpheus
82-83
260
QuickShot
GenX Joysticks
233
Red Orb Entertainment
Extreme Warfare
34-38
Red Orb Entertainment
Warlords III: Dark Rising
112-113
229
Red Storm Entertainment
Rainbow Six
142
270
S3i
GX3 Multimedia Chip
184
186
Sierra On-Line
Caesar III
168-170
147
Sierra On-Line
Cyberstorm 2
205-207
109
Sierra On-Line
Gabriel Knight 111
14-15
135
Sierra On-Une
Grand Prix Legends
22-23
99
Sierra On-Line
Homeworld
175,177,179
120
Sierra On-line
Mask
123-125
110
Sierra On-Line
Nascar 50th
192-193
150
Sierra On-line
StarSiege
195,197-199
187
Sierra On-Line
Tribes
144-148
156
Sierra On-Line
Won.net
92-93
126
Sir-Tech
Jagged Alliance
166
256
Sound Source Interactive
Olympus'. War of the Gods
41
295
South Peak Interaaive
Dark Side of the Moon: Moon 131,133,135 \
239
Strategic Simulations, Inc.
Panzer Commander
218-219
Symantec
NCI2
103-106
245
Talonsoft
Operational Art of War
20
107
THQ
Bass Ma5le5 Classic
117
152
THQ
Brunswick Bowling
209
153
THQ
REDJACK
229
185
Thunderseat Technologies
Thundereeat
163
88
Total Entertainment Network
PGL
237
252
Virgin interaaive Entertainment
C&C Tiberian Sun
190-191
251
Virgin Interactive Entertainment
Dawn of War
114-115
215
Virgin Interaaive Entertainment
Lands of Lore 111
94-95
205
Virgin Interaaive Entertainment
Recoil
16-17
101
Yamaha Corp. of America
Waveforce
156
/. computergaming, {
COMPUTER GAMING WORLD » AUGUST 1998
She Got Game
Or, Why My Kid Will Crush Your Kid at WarCraft IV
this, only getting up when one of
us fl'll let you decide which)
needed a diaper change.
Now, all that effort has paid
off. In a mere few years, I have
successfully transformed a
vibrant, curious, enthusiastic
young child into a glassy-eyed
zombie that stares vacantly into
the computer screen for hours
on end, oblivious to the world
around her. In the last year or
so, she's been utterly game-
locked by one title after another
(especially Humongous
Entertainment's awesome PUTT
Putt saves the Zoo), while com-
pletely ignoring the repeated
commands to come to the din-
ner table or get ready for school
or go to bed.
should see a child behaviorist.
Me: I said Sarah was using the
Mac since age 1 . She was cod-
ing on mainframes since she
came out of the womb. Are
you sure your son doesn't
have some kind of learning
disability?
Jerk: I see she still puts the
mouse in her mouth,
though— that's cute.
Me: At least my daughter has a
mouth. Your son, he's like half
ferret here, or what?
Jerk: How about if I kick your
ass right now?
Me; Bring it.
So, you see— I really had no
choice. Turning my kid on to
computer games was not a lazy
J have successfully transformed an enthusiastic
young child into a glassy-eyed ZOmbi^ Jf
ne of the greatest
things about being
the parent of a young
child — other than not
oversleeping and
cleaning up vomit, of
course — is the
chance to practice
total mind control over another
human being. Think of it as the
ultimate real-time strategy game,
one with more micromanagement
and combat than anything you
can possibly imagine. You think a
StarCraft zealot rush is tough?
Wait until your kid is standing
naked on the kitchen table, cov-
ered in finger paints, eating fist-
fuls of sugar out of a jar.
Before you venture on the
road to parenthood, however,
there are a couple things to keep
in mind. First, you're going to
have to find someone who
wants to have sex with you. This
can be a problem, especially for
gamers. Second, once you do
find someone who's willing to,
you know, get busy, you're prob-
ably going to have to get into
this whole relationship/marriage
thing, which can be inconvenient
and a real pain if all you really
want to do is play on battle.net
all day. Plan on hearing all sorts
of stuff about "sharing feelings"
and "paying attention" to your
partner. Alternatively, you could
invest in a really good pair of
headphones.
■ ■ ■
Anyway, once you get past
these hurdles, you're in for quite
a treat. Just imagine it. You,
probably kind of a dork, all of a
sudden in control of a complete-
ly innocent and trusting little
mind, to mold it as you see fit.
Thus, at the age of four, my
daughter, Sarah, already has in
her brain— thanks to my careful
tutelage — an assortment of use-
ful facts, such as; Batman could
kick Superman's butt any day of
the week; Volvo drivers are lane-
hogging, turn-signal-ignoring
doodyheads; and, for sheer
entertainment value, you can't
JEFFCRBEN
ever really beat a loud belch at
the dinner table.
But, by far, the most important
thing that Sarah has learned
from me is that computer games
are cool.
■ ■ ■
Ever since she was little baby,
Sarah has sat on my lap while
I've been parked in front of my
computer working on one of my
"research projects" for CGW.
And I've done this because, as a
responsible parent, I knew it was
best for her. She needed to
know. She needed to get The
Love. Learning to cast Bloodlust
on Ogre Mages in WarCraft
II— this is a crucial life lesson
you are never too young to
learn. I worked ceaselessly at
And you know what? My kid's
going to be ready. And so will I,
for the petty one-upmanship that
happens after people procreate.
At one recent upscale-type
kindergarten meeting (at which
they served cappucinos in Little
Mermaid \u\ce cups), I had to lis-
ten to some insufferable dad
crow about how his son Eggbert
was the next coming of Bill
Gates, he was so darn smart on
the computer. Finally I could
stand it no longer. 1 spoke up.
Me: Sarah's been using the Mac
since she was one.
Jerk: Oh, really? It took that
long? Weird. Eggbert was six
months old when he first
booted one up. Maybe you
indulgence, but the simple reality
of preparing her to compete in a
world full of shnooks.And, I
admit it: Seeing her run into the
house and make a beeline to the
computer— just like her daddy-
makes me so proud!
Now, maybe if I keep pushing
it, she just might be the first kid
in her nursery school to get
carpal tunnel syndrome.
What is a man without his
dreams?
What Jeff doesn't realize is
that while his kid has been play-
ing games, all the other kinder-
gartners have been studying
abstract analysis and Sartre. Give
him hell for his shoddy parenting
at jhgreen@zd.com.
Compeer earning mmSN 07^-6667) is published rnomhli- by Ziff-Davis, Inc. One Park Avenue. New York, NY 10016. Subsctiplion rale is $27.97 lor a one-year subscription (12 issues) Canada and al
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Post Iniernatronal Pubs Maii Product (Canada Distribution) Sales Agieement No. 1058649. Periodicals postage paid at New York, NY 10016 and additional mailing offices Printed In the USA
COMPUTER GAMING WORLD « AUGUST 1998
vcompuiergaminsc
T
ihtrodugihg
l'a'l!l'l!.LiLLLLlt-LLLLU:L^tlilL\!L:uLraLLL
Nationality
American
Use of blad
COMMANDOS: Behind Enemy Lines and Eidos Interactive are trademarks of EIDOS Pic. O 1997-1998 Eidos. All Rights Reserved.
Check out the demoi
Name
Russell Hancock
A.K.A.
Inferno
Nationality
Primaiy Skill
British
Explosives/munitions
Background
Very quiet demeanor.
Keeps to himself.
Explosive temper can result
in unpredictable behavior.
Name
C
Sir Francs Woolridge
A.K.A.
Duke
Nationality
British
Primary Skill
Marksman
Background
Cold and calculating
character. His commitment
to the team intensified
after his sister was killed
in a German bombing raid.
lackground
Extremely violent temper
when provoked. Loves to
read poetry to relax.
Afraid of dogs.
24 missions thpoughout Europe and Africa
Rene Duchamp
French
Nationality!
Primary Skill!
Linguist
Background
Aside from an absolute
hatred toward Nazis,
quite an amiable character.
Speaks five languages fluently.
Great with women.
Go to #276 @ vvvvw.computergaming.^|^^^Iink
Name
c
Sid Perkins
A.K.A
Tread
Nationality
Special Skill
American
Vehicle mechanic/driver
Background
Mistrustful character.
Has poor relationships
with teammates.
Loves a fine Cuban
between raids.
Name
C
Oames Blackwood
A.K.A.
Fins
Nationally
Primary Skill
Australian
Champion swimmer/sailer
Background
Dissolute character. Vows to
have alcohol problem under
control. Could Figure out a
way to make an anvil float.
ORIGIN
LiVEAimtE
IN THE PROCESS
llltimaT Ascension. Take Fantasy to Extremes.
www.ultima-ascensiort'pdm ;
We create worlds
eanrt|bllM«iaiSnlaH.hC.UIIiu. DnCIN,nCru1(V«MsM<l
lUl riittiitsMtif. kifii i! a EiKtiaie trti ceotmi.